Ulitma VII - The Black Gate
Walkthrough by asimpkins00@hotmail.com
May 11th, 2002
Version - 1.1
There is already a great deal of information and a few FAQs already available for Ultima VII - The Black Gate. So what is the purpose of this FAQ? While playing through this game recently I noticed just how many side quests, caves, and wilderness treasure locations were still undocumented. Of course, many FAQs mentioned many of these items, but none came close enough to being complete on its own. That is what I hope this FAQ to be, a thorough documentation of all the little hidden details that are scattered through this game. If you come across any errors or oversights, please contact me at asimpkins00@hotmail.com
What I haven't included in this FAQ: complete weapon & spell lists, detailed puzzle solutions, information on the cheat mode, copy protection answers, etc... I have left out because I felt they have been adequately covered in other FAQs. In particular, I'd direct you towards the FAQ by DSimpson at GameFaqs:
http://db.gamefaqs.com/computer/doswin/file/ultima_vii_a.txt
Oh, and if you are having trouble running Ultima VII on your modern PC, I'd highly recommend visiting the follow site:
http://exult.sourceforge.net
Be sure to have the Avatar carry all plot essential items. There's a good reason for this. If NPCs become wounded in battle they will take off running. Whenthey do this, it is not uncommon for them to drop some of their stuff. Believe me, you don't want to be systematically searching the forests for a crucial item that you need to advance in the game. Don't give the NPC's anything that you cannot afford to lose.
For the most part, thievery in this game is rather easy. If you decide to steal from people, just make sure you have opened your inventory screen. You can then drag and drop items on to that without consequence. Do not move items around in the outside world, or drag and drop onto the characters themselves. This will be noticed, and you'll have the guards upon you quite quickly. You can always optto come at nightime when no one is around, or use a sleeping potion/spell on any pesky shopkeepers before you rip them off.
You'll probably eventually end up with more stuff than you can carry. If you don't really feel like taking on more NPCs, try storing stuff on your vehicle of choice. Ships have holds, and you can place crates on your Flying Carpet. Stockpile up any items that you won't be needing immediately. Extra weapons, excess food and gold, or plot related items that you won't need for a while. (You could also designate a certain island or house as a storage location and use the Mark/Recall spell to easily return their later.)
Organize your stuff. Use bags for keys and regeants. Have different party members carry different things. One characters can carry gold, one character can carry food, one character can carry extra weapons, etc.
There are two types of locks in the game. Those that open with a particular key and those that must be picked open. Lock picks will never work on locks that have specific keys for them.
Remember that many chests and doors can be smashed open. Switch to combat mode and try to attack them. You can also try to blow some doors open (particularly the wooden variety) with a powder keg, or use Ryduom's Wand on a strategically placed piece of blackrock.
Get the Skeleton Key as soon as possible. This will allow you to quickly and easily open many of the chests and doors in Britannia. You can throw those pesky lock picks away. Check out the 'Various Islands' section for more information.
There are four main types of transportation besides walking. The carriage is a cheap option, but doesn't solve the vital sea travel issue. It's probably best to just pass over that option. The boat is the next option, but they can be rather expensive and don't provide transportation over land and mountain ranges. The best solution is to avoid buying anything and find the Flying Carpet as soon as possible. It can travel quickly over land, sea, and mountains. The fourth alternative is through some form of teleportations, either through the moongates or the Mark/Recall spells.
Before you head off into any dungeons, take some time to explore some of the wilderness areas I have listed throughout this walkthrough in order to stock up on valuable magic equipment. Stop by Serpent's Hold and raid their armory. And make sure you have actually used up all of your training points.
Always be on the lookout for hidden teleporters, walls that are actually doors, walkthrough walls, invisible caltrops, unreachable levers (use Telekinesis), levers partially hidden underneath things, and keys. Most keys will only open one chest or door, but that is not always the case. (And sometimes there is more than one key for a particular lock.) It'll probably be a good idea to save all your used keys in one bag, and set aside keys that you haven't found a use for yet.
It's up to the players preference how many characters they want in their party, but I'd put the highest priority on taking Iolo, Shamino, Dupre, and Spark. If you want more after that then take recruit Sentri, Tseramed, or Jaana. Julia and Katrina are the worst choices. (Sentri provides free training in Dexterity and Jaana will occasionally provide free healing and resurrection.)
While the maximum party size is eight people, some NPCs will not join if you already have five members. These NPCs include Sentri, Julia, and Katrina. To get around this, temporarily disband other NPCs and ask these picky characters to join first. Then re-recruit your other members.
The best way to get experience in this game is not by fighting, but by completing side quests. Fighting certainly does provide experience, but you'll be surprised how far you can get in this game without it.
Britain is a good place to place a Mark spell. You'll need to return here often, especially to exchange your gold bars, gold nuggets, and Silver Serpent Venom for gold. The Mark spell is also handy when you reach a generator deep within a dungeon, but need to fetch another item in order to enter. No sense in trying to walk all the way back. Also consider Marking the following towns as you'll most likely need to go there more than once: Minoc, Yew, Moonglow, and New Magnicia.
Like almost every game: Save often.
There are many more weapons in the game than are listed here. However, these are the weapons that I feel standout for one reason or another or that warrant some type of comment.
Two Handed Sword - This non-magical weapon does lots of damage. It's heavy and requires two hands, but you'll want to give these to your main fighters as quickly as you can find them. Later on they'll most likely be replaced with high powered magic weapons, but they'll always be good weapons to use.
Great Dagger - This will be a good weapon to use early on. It's light and only requires one hand, but it does lots of damage. You'll get better equipment later on, but during the beginning of the game be on the lookout for these.
Sword of Defense - This weapon is great for weaker characters. It does the damage of a sword but adds a +3 defensive bonus. It's like having a second shield.
Magebane - This weapon does a decent amount of damage, but it's special ability makes it a must-have. If you hit a magic using character with the Magebane he will lose his mana. This game is full of enemy magic users, and they are usually the toughest opponents. Even if more damaging weapons are available, you should probably have at least one character equipped with a Magebane just to deal with magic users.
Firesword - A mildly strong weapon, but again it's the special ability that makes it stand out. When held in a character's hand, this weapon will act as a full time light source. For convenience, you'll probably want to permanently equip a character with this weapon. If you have better weapons though, you can always put it in a character's secondary hand. It'll still act as an infinite light source.
Hoe of Destruction - One of the best melee weapons in the game. To make matters even better, you can get it fairly early in the game and without much danger. You just have to find the key to the shed. If you have this weapon you should probably always have someone equipped with it.
Lightning Whip - This is an average magic weapon. But it has a really long range, which is a big plus. You'll be able to find lots of these if you take the time to explore caves here and there.
Death Scythe - Besides the Blackrock Sword and Glass Swords, this is the best melee weapon in the game. It's rather hard to find though without using 'cheat' rooms. If you have the Forge of Virtue add-on, there's one available on the Isle of Fire.
Blackrock Sword - The best weapon in the game. You'll have to keep this with the Avatar, but there's no reason you'd ever want to equip anything else. It also comes with a few special abilities. The demon inside the sword can replenish your mana, cast delayed blast at will, and instantly kill most characters in the game (including Lord British).
Firedoom Staff - This is a fairly powerful weapon, although you'll have to be careful. The powerful explosions it sends out can easily hurt your own characters. For this unfortunate reason it might be best to not use it at all.
Glass Sword - This weapon will kill almost any creature in the game in one hit, the exceptions being a handful of highly powerful characters like Lord British or Batlin. However, the sword will shatter on impact making this a one-time use weapon. Save these for your toughest opponents and the occasional emergency.
Juggernaut Hammer - Another one of the strongest weapons in the game. And to make matters better, this one is a ranged weapon allowing for valuable defensive spacing. You'll definitely want to use these when you find them.
Magic Axe - Not nearly as powerful at the Juggernaut Hammer, this is another excellent ranged weapon with unlimited uses. Unlike the Juggernaut Hammer, this weapon is one-handed and can thus be used with a shield or any other useful secondary item. It is also a lot less rare.
Triple Crossbow - Another incredibly strong missile weapon, yet burdened by its need of bolt ammunition. Be careful though - it's all too easy to shoot your own men in the back.
Magic Bow - Not as powerful as the Triple Crossbow, yet formidable in its own regard, the Magic Bow also requires ammunition in the form of arrows. However, unlike the Triple Crossbow there is a large variety of a magical arrows in the game including: Magic Arrows, Burst Arrows, Tseramed Arrows, and the extremely rare Love Arrows.
Most spells are not required to finish the game. In fact, most spells aren't even all that useful. The following spells will be either absolutely necessary or very helpful in your quest:
Telekinesis - There will be many times you'll have to pull a switch or lever that you can't physically reach. Get this spell as soon as possible. It is absolutely essential.
Mark, Recall - These two spells are highly convenient. Britannia is quite large, and it'll be very helpful to teleport around as much as possible. You'll need to get the eight Virtue Stones from the Museum to use with these spells.
Seance - You will need this spell to talk to anybody in Skara Brae, and thus you will need this spell to finish the game.
Unlock Magic - You will end up using this spell a lot. You will also need it to get inside Nicodemus' house, and thus it is another spell necessary to finish the game. Get this one as soon as possible.
Dispel Field - You will need this one a few times in order to access certain areas. Another must-have.
Great Heal, Restoration, Resurrect - These spells will come in handy very often. Make sure to pick them up.
Enchant - Not necessary, but if you are into ranged weapons it will be very helpful to make your own magic bolts/arrows.
Protect All, Mass Might, Invisible All - These spells can really buff up your party before a touch combat.
Sleep, Paralyze, Charm, Charm All, Timestop - These spells can also help in battle, especially if you are caught in over your head.
Death Bolt, Death Vortex, Mass Death, Swordstrike - These are the big offensive spells. If the idea of powerful magic combat appeals to you, get a hold of these spells. Of course, you can just as easily get through the game with normal melee combat.
The following items can help out in some way or another:
Pocket Watch - Tells time.
Map - Allows you to view a nice map of Britannia.
Sextant - If you are outside, this will give you your current coordinates. I provide lots of coordinates in this FAQ, so this item should be very useful to you. The Locate spell can serve as a valuable substitute (especially underground).
Abacus - Quickly adds up how many gold coins you have in the party.
Gold Bars, Gold Nuggets, Gems, and Silver Serpent Venom - All of these items can be exchanged in Britain for gold coins. Be sure to always pick these up.
Food - You'll have to periodically feed your men. While it's best to not load yourself down with too much food, a nice chunk of meat for every party member will come in handy. Stay away from carrying fruits and vegetables, as they don't provide very many food points. When you need more food, the best solution is to go hunting for deer or other large animals. You can also kill cows and sheep, or steal food from the local tavern's back room.
Reagents - These will be required to cast your spells. It can be annoying to have to purchase these, so pick up any that you come across.
Lock Picks - Many of the chests and doors in this game have no corresponding key. In order to access them you'll have to use lock picks. (Note: Chests and doors that do have specific keys for them are unable to be opened by lock picks.)
Skeleton Key - This highly valuable item serves as a replacement for lock picks. It will open chests and doors that don't have a specific key for them, and unlike lock picks, it will never break. It can be found on an island near Trinsic. Look in the 'Various Islands' section for more information.
Virtue Stones - These eight colored stones can be found at the Museum in Britain. They can be used in conjunction with the valuable Mark and Recall spells. It's not considered stealing, so be sure to pick them up.
Hammer, Ring, Thread - Be on the lookout for these items as you will need them to pass a puzzle to enter Penumbra's house.
Pieces of Blackrock - You'll need four of these in order to protect Penumbra from the disturbances in the ether. If you find some, make sure to pick them up. If you use Ryduom's Wand on them they'll explode, which can work as rather effective weapon if the sitution requires it.
Honey - You'll need one or two of these in order to talk to the Emps. They can be found in the bee cave and at various bandit camps in the forest surrounding Yew.
Whistle - You'll get this from Trellek to help contact the Wisps.
Hourglass - You'll eventually need this to access the Sphere Generator. Have it enchanted by Nicodemus in Yew.
Ethereal Ring - You'll eventually need this to access the Tetrahedron Generator. Have it enchanted by Penumbra in Moonglow.
Caddellite Chunks/Helm - You'll eventually need these to access the Cube Generator. Take the chunks to Zorn in Minoc to have them turned into helms.
Ryduom's Wand - This wand will cause blackrock to explode. It is required to destroy the Black Gate.
Mini-Generators - Make sure you pick up these mini-generator artifacts after destroying each generator. You'll need them to destroy the Black Gate. The Cube mini-generator will help you get information out of various Fellowship members.
One of the things that makes Ultima VII such a great game is just how open it is. There are really very few things that you MUST do to finish the game. In fact, one of the two plot threads I'll mention below is completely optional. Most of the game is made up of exploration and doing non-essential side quests (which usually offer experience and/or treasure). Bottom line: This walkthrough or any Ultima VII walkthrough is merely a suggestion. You can at any point walk off the obvious path and go exploring in another town or dungeon. I have ordered this walkthrough in the manner that I think makes the most sense. I basically follow Plot Line 1 first, as it is relatively safe and allows opportunities to build up your characters, and then divert to Plot Line 2 to finish the game. But you don't have to do it this way. In fact, you can often work on both plot lines at the same time.
While investigating the murder in Trinsic, you'll learn that Fellowship leaders Elizabeth and Abraham were recently in town. Tracking them down for questioning will lead you all over Britannia and eventually to the end of the game. In actuality though, this plot line is entirely optional. You don't need to follow their trail to finish the game. However, it provides a safe way to tour most of Britannia while building your characters up. For this reason I suggest you tackle it first.
The path Elizabeth and Abraham take is as follows: Trinsic, Britain, Minoc, Paws, Jhellom, Britain, Vesper, Moonglow, Terfin, Fellowship Meditation Retreat, Buccaneer's Den, and finally the Isle of the Avatar.
The Guardian is using three Generators hidden in Britannia to disrupt the ether, disrupt the moongates and imprison the Timelord, and to communicate directly with his followers. This is really the heart of the game, as these steps need to be accomplished to finish the game. Here's a quick outline.
Like I said before, Ultima VII is largely a game of side quests. In much the same way, the land of Britannia is littered with caves, bandit camps, islands, and hidden treasure. There are many areas on the map that you'll never need to visit in order to finish the game, although visiting these locations can be very helpful nonetheless. The walkthrough is mainly organized around the different towns and cities of Britannia. For convenience, I have included in most sections an 'In The Area' segment that details treasure locations that are near the particular town. Of course, you can visit these areas whenever you like. Though usually it's most convenient to do so when you have stopped by the town on other business. Near the end of this walkthrough I have added a few sections that are not plot related: Serpent's Hold, Various Islands, and sections on various dungeons. Each of these location holds valuable treasure, and just because I have listed these location at the end of the walkthrough does not mean you should wait until then to collect what they have to offer.
You'll start the game in Trinsic. Immediately you'll learn of a murder and be assigned the task of investigating it. Get the key from the murder site and talk to everybody in the town. (You'll need to get specific information from: Petre, Klog, Spark, Gilberto, Johnson, and Gargan.) The key will open a chest in the victim's house. Talking to Klog, the Fellowship branch leader, will reveal that Elizabeth and Abraham were just in town but have moved onto Britain. After your investigation is complete, talk to the mayor to go through copy protection and get the password out of town.
Spark, the murder victim's son, can be found at his house or the burnt-out blacksmith shop that his father worked at. He'll want to join you. He starts at a low level, but he will build up to be a strong character. I recommend taking him along.
Not much else to do in this town. This town mainly serves as an introduction to the game with copy protection questions at the end. You'll most likely have no reason to return to this town at a later time either.
Sextant - 80g - from Gargan, the shipwright
Ship - 600g - from Gargan, the shipwright
Carriage - 60g - from Petre, the stables caretaker
Since you're just starting out, there will be lots of stuff worth steali ng in this town. Load up on weapons and armor at the trainer's house and the weapon shops. The healer has some potions. Steal a sextant, gold, and a stash of lock picks from the shipwright's house. There are two gems in a chest in the house west of the tavern (Finnegan's house). The mayor's office has two hidden doors that lead to a chest with some gold.
Most towns in Britannia have a Fellowship hall. Each of these Fellowship halls will most likely have some gold in them... particularly the sealed collection boxes up front. If you're going to steal, you might as well steal from the Fellowship. (Note: For the sake of economy, I won't mention the Fellowship collection boxes in every city.)
There's a partially hidden lever in the Weapon Store. Pulling it will open a secret door to the back room with lots more goodies to steal. Pay particular attention to the Great Dagger sitting on the table up front.
There's a major cheat hidden at the haunted blacksmith's shop in the southwest corner of town. Basically, you have to stack up crates outside the building to construct a stairway to the roof. From there walk behind the chimney. This will teleport you to a room full of excellent equipment and a few items you need to finish the game. From there you can teleport to a room with teleporters that'll take you pretty much anywhere you'd like. You could also use this to bypass the copy protection.
(88 South, 8 East) Immediately north of the town will be a small building where three Fellowship members will perform a passion play for a small fee. Not vitally important, but this will give you some more information on the Fellowship.
(128 South, 3 West) There's a cleverly hidden chest southwest of the town. It's almost completely obscured by the branches of a tree. I've never found a key for it, but it can be easily smashed open with a weapon. Make sure to move it to a more visible spot first. Inside you'll find a full set of Magic Armor, Swamp Boots, 3 Magic Rings, a Sword of Defense, a Firesword, a Crossbow, 50 Magic Bolts, and about 600 gold.
Posted by dkby: I post here just to tell the key to unlock it is under a small rock at 129S 1W. http://bootstrike.com/OldForums/viewtopic.php?p=1583 ** END ADDITION **
(138 South, 11 West) There's a small underground complex to the southwest as well. There's minimal resistance, mainly rats, serpents, and a crocodile or two. As for treasure, you'll find a Lightning Whip, a gem, and inside an invisible bag you'll find two cases of Invisibility Dust.
(112 South, 11 West) & (71 South, 23 West) These are the two entrances to Dungeon Destard. There is more information on this dungeon in the Dungeon Destard section later in the walkthrough.
You'll most likely first pass through this town on your way to Britain. You don't need to stop and explore it now because you'll have a reason to come back here later. But it doesn't hurt to stop here now and build up your characters a little more. Later on you'll be sent here looking for Elizabeth and Abraham. Feridwyn at the Fellowship Shelter will tell you they moved on to Jhellom. (Note: if the Avatar is ever defeated in battle, you'll be revived at the Fellowship Shelter in Paws.)
You'll also be sent here later in the game to buy the hourglass from the antique dealer. If you like, you can buy it ahead of time and save yourself a trip.
Thurston the miller and Polly the barmaid have a potential romance. Carry messages back and forth to help it bloom.
Morphin the Butcher has a hidden ledger for his snake venom stashed in a back room. To get to it you'll need a key from his house which is partially hidden under a plant and another key hidden under a bucket of blood in his workshop. You can then confront him about it afterwards, although not much will come of it.
Alina at the Fellowship Shelter will tell a story about her husband Weston being imprisoned in Britain for stealing apples. Tell her you will help her out. (This side quest is concluded in Britain, although you can return and talk to her afterwards if you like.)
Many of the people in town will be talking about a recent theft of Silver Serpent Venom from Morphin the butcher. Investigate around the town and eventually Tobias will be implicated. But talk to the butcher about who has shown signs of Venom abuse and he will mention Garritt and give you a key that Garritt dropped near his shop. Go to the Fellowship shelter and open his chest (the one with the pipes nearby) to find the missing venom. Return the venom to Morphin and talk to the rest of the involved townsfolk about what you found.
Sextant - 20g - Beverlea the antique dealer Hourglass - 5g - Beverlea the antique dealer
Paws is not a particularly wealthy town, so there's not much to steal. Several vials of Silver Serpent Venom and a few gold bars can be found in the back room of the slaughterhouse.
(74 South, 8 West) Walk along the back river and look for a pile of white pebble-like debris by the pond. Underneath will be a set of Magical Gauntlets.
(56 South, 40 West) & (90 South, 38W West) A small underground complex with moderate resistance. There's a teleporter near the southern entrance that will teleport you back outside. For that reason you should probably approach this from northern entrance. Inside you'll fine a Great Dagger, Two Handed Sword, and Regeneration Ring.
(29 South, 27 West) & (50 South, 31 West) Another cave with moderate resistance. This one's pretty empty though except for a few potions.
This is the capitol of Britannia, and as you'd expect there's a lot to do here. You'll be coming back to this town multiple times. Talk to Lord British in the castle. He'll give you his Orb of Moons and direct you towards some supply rooms in the castle. If you have the Forge of Virtue add-on, he'll give you the deed to a ship in Vesper and a Crystal that will help you find the Isle of Fire. The key to the storeroom will be in his study, and the storeroom is found on the rooftop of the castle. Pull the different levers around the castle perimeter to access the stairs. A final lever can be found under a barrel in the northeast part of the castle. This will open a door to a second storeroom on the castle rooftop. The most important items in the storeroom will be your spellbook and a bag a reagents. Be sure to grab these.
The main Fellowship branch is also found in Britain. Batlin runs this branch personally. You'll trail Elizabeth and Abraham through Britain twice. The first time Batlin will tell you they went to Minoc. The second time he'll tell you they went to Vesper. You can also talk to Batlin about joining the Fellowship. He'll ask you to do two missions. The first will require taking a sealed box to Elynor in Minoc. (You can open the box and read the scroll inside if you want. You'll get a scolding and forfeit payment, but it won't prevent you from joining the Fellowship.) The second quest will be to recover some lost Fellowship funds from the "empty" Dungeon Destard. You can find more information about this quest in the Dungeon Destard section. After you complete those two quests, return to the Fellowship Hall at 9pm to be inducted into the group. Batlin will ask you some more copy protection questions and then give you a Fellowship Medallion. After this you'll be able to access the Fellowship Retreat on an island in the south. (Note: You don't need to wear the medallion at all. In fact, wearing it will probably hurt your standing with more characters than it will help. I'd advise keeping the Magic Gorget on and the medallion in your backpack.)
You'll also want to stop by the Britain Museum. Inside you will find some of your old gear. Feel free to take it as it is not considered stealing. Grab the eight Virtue Stones for use with the Mark and Recall spells. If you have the Forge of Virtue add-on, you might want to take the two lenses as well.
Shamino can be found in this town. He is usually at the bar or his house that he shares with Amber. He will have your pocket watch if you ask him for it. You should definitely have him join.
Sentri lives in Britain also. He is working as a trainer, and if he's in your party he will train for free. His shop has some nice stuff to take along (the key to the locked door is in the drawer in his bedroom). This one's optional, but if you want more guys in your party, Sentri is one of the better options.
On the southwest corner of the castle rooftop you will find Weston imprisoned for stealing apples. Talk to him and agree to take his case to Lord British. Talk to Lord British and he will agree to free Weston and look into the matter. (Note: You can also talk to Figg, the caretaker of the Royal Orchards, about these matters. If you talk to Batlin, you will discover that Figg regularly "donates" apples to the Fellowship.)
When you tell Lord British of the murder in Trinsic he will tell you of a similar murder that happened in Britain a few years ago. He will send you to Patterson, the mayor, for more information.
Charles in the castle will confess to having a crush on Jeanette the barmaid. Talk to her and she will initially express disinterest, but will eventually come around. Go back to Charles with the good news.
Nell, the chambermaid in the castle, will confess to being pregnant. After some confusion she will decide that the father is most definitely Carrocio, the man who runs the fair outside the castle. Go give him the good news. They will both ask you to keep it quiet, but you can tell her brother Charles if you like. After that you can warn Carrocio of Nell's brother's anger. (Note: Check out Lord British's will for more information on this situation.)
If you talk to Raymundo the play director he will suggest that you audition for the part of the Avatar in his upcoming play. He will send you to Gaye to buy a costume. Purchase the costume for a small amount of gold and go to the theater during the day to audition.
If you talk to Brownie out on the east side of Britain you will find out that he ran for mayor a while back. He lost, but he confesses that he could have beat Patterson, the current mayor, by revealing a secret about him. He won't tell you the secret, but if you follow Patterson at night after the Fellowship meeting you can catch him at Candice's house. Confront him there and he will confess.
Chuckles will accost you near the entrance of the castle. Figure out his game for a helpful scroll. The solution: Answer with sentences consisting of words with only one syllable. His scroll will eventually tell you to get your fortune told by the gypsy in Minoc.
Miranda in the castle will ask you to take a bill to Cove to be signed by the mayor, Lord Heather. Take it to Cove, get it signed, and bring it back.
James the innkeeper and Cynthia the mint teller are married but are going through rough times. Deliver a few messages between them to work everything out.
There is a slight love triangle between Willy the baker, Gaye the clothier, and Jeanette the barmaid. Willy has issues with both women though, so nothing much will ever come of it.
Millie, the local recruiter for the Fellowship, has an odd brother named Thad that lives in the forest near Yew. After encountering him, you can come back here and ask her about him.
Find Snaz the beggar roaming around town. Pay for his jokes, as they all come with a few insightful clues that will help you progress through the game.
You can kill Lord British and read the will he has on his body. There are two main ways to do that. The first is to use the Death power from the Blackrock Sword. The second way is to wait until noon when Lord British walks into the doorway from the throne room to the center garden. While he is standing in the doorway, double-click on the gold plate above his head and it will fall and kill him. Search his body for his will which will provide an interesting insight to Nell's predicament.
West of the castle entrance is a small fair. There's a strength testing game there. If your strength is incredibly high you might be able to ring the bell and win a stuffed dragon.
Be sure to check out the spaceship in Mack's cornfield.
Try using dirty diapers from the castle nursery on people.
Nystul, the mage, can be found in the castle. He sells reagents, portions, and spells. I'd recommend at least buying the following spells. If you have extra money, buy anything else that seems interesting to you.
1st Circle - Locate
2nd Circle - Enchant, Mass Cure, Telekinesis
3rd Circle - Protect All, Sleep
4th Circle - Reveal, Unlock Magic
5th Circle - Dispel Field, Great Heal
Carriage - 120g - Diane at the stables
Sextant - 100g - Clint the shipwright
Ship - 800g - Clint the shipwright
One of the main reasons you'll be returning to Britain again and again is because it is the only town you can exchange your gold bars, gold nuggets, gems, and Silver Serpent Venom for gold coins (at the mint, jewelry, and apocarthy). This will prove to be your main source of income, so be sure to take advantage of it.
Gold Bar - 100 gold - Cynthia at the Mint.
Gold Nugget - 10 gold - Cynthia at the Mint.
Gems - 30 gold - Sean at the Jewelry.
Venom - 50 gold - Kessler at the Apocarthy.
The biggest score in Britain is the mint. At Cynthia's house you'll find a key that will get you into the first few rooms and about 100 gold. However, to get most of the gold you'll need a few more keys. The only way to get these keys is to kill Cynthia and take them off her body. Try to find a situation where you won't alert the guards. Take those keys and get into the back rooms for an additional 1300 gold. Then take Cynthia's body to Lord British and have him resurrect her so you can trade in your gold bars and nuggets for coins. (Note: Cynthia carries all the keys you'll need, so if you plan on killing her you don't really have to get the key from her house.)
The gem store, weapon store, a bow store can all be found together in the southeast part of town. Each one has a few valuables underneath glass cases (gems, Plate Armor, Great Dagger, and a Triple Crossbow). You'll have to switch to combat mode to break the glass, but be careful. If anyone's around when you do this they will call the guards. To avoid this either wait until night time or make the Avatar invisible. There is a locked door in the gem shop protecting three gold bars. I've never found a key for this door. (Email me if you know where it is!)
There is a Gorget in the house northeast of the Farmer's Market. Gregory in the castle has a pair of Gauntlets. Steal the usual assortment of potions and bandages at the healer and apocarthy shops. Watch out for the exploding chest in the Gargoyle house (the one with the open ceiling). There's not really anything worth taking in it anyway, so you should probably avoid it. There will be a locked chest in the Fellowship hall. The key is partially hidden on a shelf in Batlin's bedroom. Inside will be some gold and a scroll with more information about the Fellowship's plots.
(9 North, 30 West) The Flying Carpet is a short walk from Britain. It is by far the best method of transportation, so you should plan an expedition as soon as possible. Head out the of the western road from Britain. This road will eventually take you to Yew. However, you will eventually come to a bridge. Once you cross that bridge, follow the river to the south and east. Make sure you are on the north/east side of the river. Eventually you'll find the Flying Carpet, which happens to be at one of the entrances to Dungeon Despise.
Right outside of Britain to the east you will run into Mack. Everyone in town thinks Mack is crazy. Talk to him and he will direct you to the spaceship in his cornfield. After that he will tell you about the Hoe of Destruction that he has locked up in his shed. He offers it to you, but he lost the key to the shed on a recent fishing trip. The key is found inside a fish on the west side of Lock Lake. The fish will be facing northward and is partially hidden by cattails. Look for it at (2 North, 48 East).
The main purpose to come to Cove is to meet Ryduom and get his wand. The wand blows up Blackrock. While you're here, if you have the space to carry it you might want to also grab four pieces of blackrock. You'll need them later.
Jaana lives here. She is the local healer and she will join you. She's not a very strong fighter, but if you take her along she will heal and resurrect for free but only occasionally. She'll need to rest up in between sessions.
Take the bill you got from Miranda in Britain and get it signed by Lord Heather the mayor.
Learn about Natassia from the townsfolk, particularly De Maria. Go talk to her later, she's usually at the Shrine of Compassion west of the town, and she'll open up to you. Agree to find out what happened to her father in Yew. Later on, return to her with the news and it'll really cheer her up. If you are playing a male character a romance could develop between Natassia and the Avatar.
Ryduom is the only mage that sells the Armageddon spell. If you are high enough in level, save your game and then cast it. It'll wipe out everyone in Britannia except Lord British, Batlin, and the Ferryman. Go talk to these three people and see what they say.
You can buy potions, reagents, and spells from Ryduom. I'd recommend picking up: 1st Circle - Awaken All 2nd Circle - Great Light 3rd Circle - Paralyze 4th Circle - Mark, Recall, Seance 7th Circle - Mass Charm
Not a whole lot here. Steal the potions from Jaana and Ryduom's houses.
(9 South, 61 East) Right behind Natassia's house by the lake front you'll see a dead cat. Look in the cat and you will see a dead rat. Look in the rat to find a Regeneration Ring.
(0 South, 67 East) & (4 South, 75 East) North of the town is a Cyclopes cave. There are a lot of them in the cave, but if your party is well equipped you should be able to handle them. Look out for invisible caltrops. There is a key in one part of the dungeon that opens a chest in another. You'll find the following treasure: Magic Leggings, a Lightning Wand, a Regeneration Ring, as well as a fair amount of gold.
(16 North, 38 East) Stonecastle ruins lie in the middle of the swamp northwest of Cove. The ruins are only accessible through a small path a wooden boards and dry spots that starts north of the ruins at (23 North, 40 East). Equip Swamp Boots on everyone, or temporarily disband them from the party. At the ruins you'll find a Magebane, Magician's Wand, Poison Dagger, Swamp Boots, and a few Red Potions. When you pick up the Magebane, the skeleton piles in the area will spring to life.
(32 North, 23 East) A field of flowers lies north of Cove, on the west side of the swamp. If you enter it, the Avatar and his companions will fall asleep. This is most likely a referrence to the poppie fields in "The Wizard of Oz".
When you arrive at Minoc there will be two more murders. There's a bug in the game that will cause the murder scene to be cleaned up before you can investigate it. To avoid this issue make sure you walk to the town and go straight to the sawmill without talking to any of the townsfolk. At the murder scene, note the Fellowship candelabra and the serpentine dagger. Take the dagger. Like before, question the townsfolk. Xanthia at the Artisan's guild will provide more information about the candelabra. Afterwards you can confront Elynor but she will claim that someone is trying to frame the Fellowship.
Talk to Elynor at the Fellowship Hall about Elizabeth and Abraham. You will find that they have left for Paws. If you talk to Owen you will find out that the Crown Jewel was in port the night of the murder, and it has also left for Paws. If you have the package from Batlin you can deliver it to Elynor.
Make sure to stop by and talk to Margareta to get your fortune told. She will tell you a few things, but mainly that you should head to Yew and talk to the monks at Empath Abbey about contacting the Wisps who will help you contact the Timelord.
Later on in the game you'll be sent here to have Zorn manufacture Caddellite helmets. Come here with a Caddellite piece for each party member, and he'll make the helmets rather quickly. If you don't have enough Caddellite pieces or you just want one helmet for the Avatar, temporarily disband your party members before you talk to him.
Julia the town tinker will offer to join you. She's one of the weaker NPCs in the game, so only take her if you need more people to carry stuff.
Everyone in town will be talking about a new monument being built for Owen the shipwright. If you talk to Jakher the trainer you'll find out that Owen might not be as great as he is made out to be. He'll mention Karl the hermit. Find Karl living out in a remote hut at (46 North, 90 East). He will tell you about losing a son in one of Owen's faulty ships and offer a copy of Owen's ship's blueprints that he had stolen. Take these to Julia the tinker and then Burnside the town mayor. He will cancel the construction of the monument and ask you to deliver the bad news to Owen. When confronted with this information Owen will kill himself.
The two town trainers are stuck sharing a building. There's a potential romance here. Deliver messages back and forth to see it out.
Elynor and Gregor also have a romance, but to reveal it you have to catch them together at night.
In Minoc's southern mine you will come across Owings and Malloy. They are modeled after two comedic figures of the past.
Be sure to steal the stash of Silver Serpent Venom from the chest in the Britannia Mining Co. headquarters. The key for the chest can be found in the desk drawer. At Karl the hermit's house you can find 15 Starbursts in a barrel. Gregor's house will have a locked chest (pick it or smash it) with 90 gold and 8 Magic Arrows. Zorn's blacksmith shop has quite a few high quality non-magic armor items. One of the bed rooms on the west side of the Artisan's Guild has some treasure. In one of the barrels will be a lot of garbage and a bag. Inside the bag will be a dead rabbit and some gold. Inside the dead rabbit you'll find 35 Starbursts.
(90 North, 61 East) Minoc's north mine is relatively abandoned. You'll find a set of gauntlets, a few potions, an Invisibility Ring, and some Silver Serpent Venom.
(56 North, 70 East) Minoc's south mine is a little more active. Inside you'll find more Silver Serpent Venom, a Magic Gorget, and a Protection Ring partially concealed under a log near a fire pit. Near the southern part of the mine there is an invisible path to the south that leads to a mining machine setup to mine Blackrock.
There are a series of caves in the mountain ranges to the south and east of Minoc...
(31 North, 70 East) Not much here except for a two handed sword.
(47 North, 75 East) Empty.
(58 North, 96 East) A Cyclops lives here. Otherwise empty.
(66 North, 86 East) & (71 North, 86 East) This serves as an empty passage from one side of the mountain range to the other. (79 North, 86 East) Empty.
(52 North, 99 East) A small camp is here. Sometimes there will be fighters here equipped with Plate Armor.
(64 North, 105 East) A house in the woods. A hostile gargoyle lives here. There's not much treasure here though.
Jhellom is on an island, so you'll need to obtain a boat or the Magic Carpet to get here. Moongates are also an option. The only major plot point in Jhellom is to again track down Elizabeth and Abraham. The mayor Joseph will tell you they went back to Britain.
You may also choose to confront De Snel about the Serpentine Dagger found at the Minoc murder site. The Serpentine dagger is one of the custom weapons of the Library of Scars that he runs. He will offer a demonstration and try to kill you. Searching through his stuff will reveal him to be a Fellowship member.
Dupre can be found living at the inn and hanging around the tavern. You'll definitely want to recruit him.
The main side quest in this town will involve Sprellic the innkeeper stealing the honor flag of the Library of Scars and being challenged to battle by three local warriors. Sprellic will ask you to help him out. Talk to Kliftin and he will suggest making a fake flag to put in its place. Return the fake flag to Syria to avoid a battle. (You can also choose to show up at the practice fields at noon and fight Sprellic's challengers for him. You can place bets with the barmaids on the outcome of the fight.)
If you found Cosmo looking for the Unicorn in Dungeon Destard, you can talk to the barmaid Ophelia about it.
The mayor's office has Magic Leggings in a desk drawer. The barmaid's house has a Magic Gorget partially hidden under a dress in a set of drawers. Kliftin's house has a Gorget, Plate Leggings, and few more pieces of non-magical armor. Vokes house has a Gorget inside a crate. And be sure to steal the three gold bars from the back room in De Snel's Library of Scars. The key to this door can be found in a nightstand in De Snel's house north of the Library of Scars.
(177 South, 55 West) This cave is relatively empty except for an Invisibility Ring.
(144 South, 75 West) This cave just west of the town will house a handful of fighters. A Triple Crossbow can be found amongst the loot.
(167 South, 51 West) & (167 South, 66 West) This cave has moderate resistance and very little treasure.
(125 South, 73 West) This island near Jhellom has about 300 gold and a Magic Helm. It is guarded by a few pirates. There is a key in the bag that opens the chests.
The only major plot point in Vesper is to track Elizabeth and Abraham here and find out they left for Moonglow from Auston the mayor. There's a few side quests though revolving around the racial hatred between the humans and gargoyles that live here. There's also a few interesting places to investigate in the area.
If you have the Forge of Virtue add-on installed you will find Lord British's ship docked here. Make sure you get the deed from Lord British in Britain first, and then set sail southward for the Isle of Fire.
If walk into either bar (human or gargoyle) and tell certain occupants there that you are the Avatar, a bar brawl will erupt. The fight will be to the death. It's up to you if you view this as a good thing or not. To avoid the fight just tell them your name instead of 'Avatar'.
Talk to the human bartender Yongi and he will tell you about his hatred of gargoyles. He will mention that Gorn dislikes them even more and to talk to him about them. Talk to Gorn and he will claim to have been attacked by the gargoyle Lap-Lem and will ask you to seek revenge. Find Lap-Lem and ask him about the incident. He will tell you that it was the other way around and that he was only acting in self defense. He will tell you his amulet was stolen and ask if you would retrieve it from Gorn. Confront Gorn and he will give it back. Return it to Lap-Lem.
Yvella will complain about how her child Catherine disappears everyday at noon. Go to the gargoyle For-Lem's house around noon and talk to them. They will ask you to keep it a secret. If you tell Yvella she will tell her husband and he will kill For-Lem. However, if you already killed Cador in a bar brawl, For-Lem will not be harmed.
- Shopping - Wis-Sur, the local mage, will sell the usual potions, reagents, and spells. He only sells spells up to the Sixth Circle and you can usually get better deals from other mages. But if you have money to spend, you can use him to fill in some of the gaps in your spellbook.
You can steal a pair of Gauntlets and Greaves from the house of Eldroth the provisioner. Zaksam the trainer's house has a Great Helm and Magic Boots. Wis- Sur's house has a Magician's Wand, some reagents, and potions.
(20 North, 122 East) This is the Vesper mine. Here you can find some of the miners during the day, some gold, pieces of blackrock, and even a mining machine setup to mine more blackrock.
(48 North, 137 East) Northeast of the town you will find a mysterious black X on the ground. Lying around the area will be two glass swords. On the 'X' will be a chest. Sort through the junk in it to find a key to a chest in Serpent's Hold. (The Serpent's Hold chest is full of reagents.)
(40 North, 161 East) Also to the northeast is a pirate fort and a handful of pirates guarding it. You will find a locked chest. The key for this chest is hidden underneath a bucket nearby. The chest has some Sleeping Powder, Invisibility Dust, and a Magician's Wand. (You can also reach this location through a teleporter in Dungeon Despise.)
(43 North, 118 East) & (42 North, 113 East) A cave to the north of Vesper. You will meet moderate resistance including one dragon. Treasure include various pieces of high quality non-magical armor, a Lightning Whip, some potions and bandages, an Invisibility Ring, Magic Armor, and some gold and gems.
Like most towns, you'll eventually pass through here trying to track down Elizabeth and Abraham. Talk to Rankin the Fellowship branch leader in town to find out that they moved on to Terfin.
Penumbra is also found on this island. The Timelord will send you to her to find a way to fix the problems with the ether that have been affecting the mages in Britannia. Her house is locked up and completing a puzzle is required to enter. In front of her house is a plaque. If you translate the plaque it will offer a clue about a certain item. Place that item by the plaque in order to get a new clue for a new item. After you place all the required items, a key will appear to let you into her house.
The items you will need are listed here along with a place on the island you can find them:
Inside you will find her asleep. Use a spell or potion to awaken her. She will complain about the ether and request that you find some substance to block it. Place four pieces of blackrock on the four pedestals around her bed. You can find pieces of blackrock at Ryduom's house or in the mines of Minoc and Vesper. After that she will send you on a quest to get the Ethereal Ring that will lead you to Draxinusom in Terfin and then Sultan in Spektran. Bring it back and she will enchant it for you and then send you north to Dungeon Deceit to take out the Tetrahedron generator which is behind the disturbances in the ether.
Later in the game you will again be sent to Moonglow for information on obtaining the elusive Caddellite. Talk to Brion at the observatory who will then send you to Nelson in the Lyceum who will in turn send you to Jillian also in the Lyceum. You will find out that Caddellite can only come from a meteor, and such a meteor crashed into the island of Ambrosia. You will be sent there to pick up chunks of Caddellite to later take to Zorn in Minoc to be fashioned into helmets.
You will be able to discover a love triangle between the two twins, Brion and Nelson, and Zelda who works at the Lyceum. Deliver messages between the three of them to play this out. Phearcy the bartender is curious about this setup, and if you bring inside news to him, he will give you a free meal.
The farmer Cubolt who lives on the southern part of the island will complain about his brother Tolemac joining the Fellowship and Morz, a mutual friend, who is also considering joining. He will ask you to try to talk both of them out of it. You should able to convince Morz to stay away (don't mention the stuttering), but you'll have less success with Tolemac.
If you talk to Balayna, the local Fellowship clerk, away from the Fellowship hall she will confide in you that she is unsure about the abilities of Rankin, the new branch leader, and she is thinking of making a report to their superior. If you bring this news to Rankin he will ask you to take a vial of liquid to back to Balayna. If you take it to her, she will immediately fall over dead. If you refuse, she will end up mysteriously disappearing anyway.
Brion at the observatory will offer to give you an orrery viewer but he needs another crystal. Talk to Addom to get this crystal, and take it back to Brion to get the orrery viewer.
There's a talking fox that lives around the Lyceum named Frank. Be sure to talk to him.
Mariah the mage lives in this town and offers more potions, reagents, and spells for purchase. She is a bit crazy, and the prices will fluctuate, but for the most part she'll offer some of the cheapest prices you can find on high circle spells. You'll especially want to consider purchasing the following spells from her. 5th Circle - Invisibility 7th Circle - Mass Might, Restoration 8th Circle - Invisibility All, Resurrection, Swordstrike, Time Stop
Lots of potions, reagents, and 5 Lucky Arrows can be found in Penumbra's house. Other than that, there's not much in this town except for the occasional potions here and there.
(78 South, 201 East) There's a small island southeast of Moonglow. There you will find a burnt out fort and a wrecked pirate ship with a handful of pirates guarding it. There's not much treasure here though.
Like most towns, you'll come here in search of Abraham and Elizabeth. Speak to Quan the local Fellowship branch leader to find out they moved on to the Fellow Meditation Retreat.
You'll also be sent to this town in search of the Ethereal Ring. Talk to Draxinusom about it and he'll tell you he sold the ring to Martingo the Sultan who lives on Spektran island.
Several people in town will be talking about a rumored plot to vandalize the local Altars. In particular, talk to Teregus who takes care of the Altars. If you search Sarpling the provisioner's house you'll find a scroll outlining the plot in his chest. Confront him with it and he will confess to it and a plot to assassinate Quan, the local Fellowship branch leader. But he will say that Runeb was the mastermind behind it. Confront Runeb and he will attack you.
Make sure to bring news about Inamo's death to Teregus who works at the Altars.
Inforlem the trainer lives here. He is probably the best trainer for combat related stats. He offers +1 in Strength, Dexterity, and Combat. If possible, come here for all your combat training for 50 gold per session. He's not a bad magic trainer either...
A locked chest in Runeb's house (look in the northeastern part of the island) has a Magic Boomerang. There's Sleeping Powder in some drawers in the Fellowship hall, a Lightning Wand at Inforlem's house, and a Regeneration Ring at Quaeven's.
(168 South, 131 East) This is the entrance to the mines on Terfin. There's a small amount of gold to be found, but not much else.
You will follow Elizabeth and Abraham here, but Ian will tell you that they have already moved on to Buccaneer's Den.
There are two ways to access this island. The plot-driven way is to join the Fellowship. Ian will give a key to Fellowship members allowing them to unlock the front gate. However, you can also use the magic carpet to fly over the walls.
Ian will tell you not to go in the cave behind the building. Iriale Silvermist can be found in the cave and she will attack you if you don't leave immediately. In the back you will find the Cube Generator. You won't be able to access the generator without Caddellite helmets. If you don't already have them, use the Enchanted Hourglass to talk to the Timelord about what to do.
The puzzle guarding the Cube Generator is somewhat involved. If you are stuck there are many great walkthroughs available on the net.
Like always, make sure to pick up the mini-Cube Generator. Besides being essential to destorying the Black Gate, this mini generator performes a second useful function. Go back and talk to different Fellowship members and they will no longer lie to you. Klog, the branch leader in Trinsic, will offer much information on the murder of Christopher. Elynor, the branch leader in Minoc, will do much of the same. Rankin of Moonglow will talk some of his murder of Balayna. Feridywn of Paws and Quan of Terfin will be revealed as innocent, well meaning Fellowship members. If you try to talk to Batlin in the Fellowship branch in Britain, he will tell you that the Cube will not work on him and then disappear.
The most valuable use of the Cube however, will be at Buccanneer's Den. Talk to Mandy, Sintang, Budo, Gordy, and Danag for valuable insights into the true nature of the Fellowship and where to go next.
You will run into Gorn in the caves. Talk to him about the voice he's been hearing inside his head.
Buccaneer's Den will be one of the final stops for Elizabeth and Abraham. Unless you have the mini-Cube generator, this will be a dead end. Otherwise Danag will tell you that they set off for the Isle of Avatar. If you haven't already, it's time to follow the gypsy's advice and seek out the Timelord in Yew.
You also need to get the Black Gate key from Hook's hideout in the caves on this island before you go to the Isle of the Avatar.
Two pirates Blacktooth and Mole were once good friends but had a falling out when one joined the Fellowship. Deliver messages back and forth to reunite them.
For a hefty fee you can access the legendary Baths. However, you can get in for free from the cave complex on the island. The Baths offer a few diversions for the Avatar.
Also make sure to check out the House of Games to try your hand at gambling. If you're a Fellowship member (you wear the Fellowship medallion) you should have much better luck.
In Hook's den you will see a dead crocodile. I'm not sure if you can get to it without cheating, but look inside it. There will be a clock... a Peter Pan reference.
You can find a Gorget and Gauntlets in Mandy's room at the inn. At Budo's you can find Plate Leggings and a Great Helm. There are six gold bars in a chest in the House of Games. Gordy's house has a locked chest with a Great Dagger inside. The key to the chest is in a set of drawers in the same room.
There's a large stash of gems, gold, Sword of Defense, and a nice set of non-magical armor in the back room of the Baths. You can access it through the island's cave complex, or you can go upstairs, pull the lever to get into the office, and then pull a second lever next to the desk.
There is a rather large underground complex on this island. There are two ways to access it. The simplest is to use telekinesis on a lever in the back room of the Fellowship hall. Access the back room by discovering a secret door behind the Fellowship icon. The other way is through a locked door in the House of Games. To get the key you'll need to talk to Sintag with the mini-Cube generator in hand. Once inside the complex you'll find a lever that opens to the Bath's treasure room and the rest of the Baths. This is a third entrance, but can only be used once you've already gained access.
Inside this complex you will meet some tough resistance. You will come across a Dragon, Stone Harpy, and a Lich among other things. There's lots of treasure to be had though. Gold, potions, reagents, a Firewand, Lightning Whip, Magic Helm, Firedoom Staff, Juggernaut Hammer, Great Dagger, Magic Armor, and a Magic Shield.
At Hook's hideout you will find some informative scrolls and the Black Gate Key. Be sure to grab this.
You will also find a Fellowship prison. Sullivan who has been impersonating the Avatar and Anton, Alagner's assistant, are imprisoned here. Kill the guard and set them free.
You will be sent to Yew to contact the Wisps that live nearby. The wisps can be found in an abandoned fortress at (46 North, 21 West). However, you'll need to get help before you can talk to them. Start off talking to Taylor, a monk at Empath Abbey. He will tell you to talk to the Emps about contacting the Wisps. He suggests finding some honey in order to befriend the Emps. He will give you a smoke bomb and direct you to the local bee cave at (57 North, 54 West). (Note: You can also find honey at two different camps in the local woods. Their locations are listed in the 'In The Area' section below.) Once you have acquire honey, visit the Emps at (54 North, 9 East). Trellek will agree to visit the Wisps with you if you get permission from Saralek his "wife". Talk to Saralek and she will ask you to get permission from Salamon. Salamon will complain about the cutting down of Silverleaf trees and ask you to take a contract to the humans for them to sign. Take the contract to Ben the logger and after hearing about the Emps he will quickly sign it. Take the contract back to Salamon. Then talk to Saralek and she will still not agree to let Trellek leave, but will suggest that he can make a whistle that will allow contact with the Emps. Talk to Trellek again to get the whistle.
Go to the Wisp's abandoned fortress at (46 North, 21 West). They will tell you that the Timelord has been trying to contact you, but will only deliver his message if you bring them Alagner's notebook. Alagner lives in New Magnicia. Return with the notebook and they will tell you how to get to the Timelord. Use the Orb of Moons that you got from Lord British in a northwestern direction. This will open a moongate that will take you to the Timelord. The Timelord will fill you in on many things and then send you to Dungeon Despise to destroy the Sphere generator which is imprisoning him and causing the trouble with the moon gates.
The mage Nicodemus also lives here. You'll need Unlock Magic to access his house. Like the other mages, he is quite mad. The Timelord will send you to him to get an enchanted hourglass to access the Sphere generator. Nicodemus will tell you he sold it to either a gypsy or the antique lady in Paws. The hourglass is in Paws. After retrieving the hourglass and fixing the ether by destroying the Tetrahedron generator, Nicodemus will enchant the hourglass for you.
If you ever get caught committing a crime and surrender to the guards you will be brought to the prison in Yew. There are two ways out of prison. The first is to take the money off of the corpse in your cell room and bribe the guard for the key. The second in to find the hidden lever underneath the bucket in your cell. The lever will open an secret door. Your stuff will be stacked on a table in the front room.
Because of the thick forest surrounding Yew, many of the residents in Yew are difficult to find. I've included a short list of various inhabitants and the locations for their houses. I haven't included anything from the main area around Empath Abbey as that area is much easier to explore.
(34 North, 27 West) Thad's house. (Masked man)
(39 North, 35 West) Bradman the trainer's house.
(45 North, 38 West) Penni the trainer's house.
(42 North, 47 West) Ben the logger's house.
(52 North, 44 West) Iolo's house.
(50 North, 52 West) Tseramed's house.
(54 North, 39 West) Smith the Horse's stables.
Tseramed lives here. Don't tell him you are part of the Fellowship as he has quite a grudge. He's one of the better NPC's, so take him along if you like. (Note: If you approach him wearing a Fellowship medallion he will attack you.)
Iolo also lives here. Of course, he joins your party from the beginning. But if you ever dismiss him and tell him to go back home, his house in Yew is where you can find him.
Reyna the healer will talk to you about her mother who lies dead in the local cemetery. Talk to Aimi, a monk at Empath Abbey, and tell her the situation. Buy some flowers from her also and take them back to Reyna. She will be so pleased that she will offer healing at a discounted price.
Kreg, an apparent monk at Empath Abbey, will talk to you about some experiments he's been working on. He will request a black potion from you. Talk to the other monks and they will not know anything about Kreg. Go to the nearby prison and read the most wanted list. On it you will find that Kreg is an alias for a currently wanted criminal. Confront Kreg and he will attack you. On his body you will find a Great Dagger and a Poison Dagger. (Note: If you give him the potion he will disappear for good.)
Natassia of Cove will have asked you to find out information about her father Julius who died in this area. Talk to Taylor at Empath Abbey and he will provide a little information. For the full story ask Trellek the Emp. Return to Natassia with this information.
Thad lives in a small house in Yew. He wears a mask and plots against the Fellowship. He claims the Fellowship brainwashed his sister Millie. Millie lives in Britain. You can talk to her about this further. (Note: If you approach him wearing a Fellowship medallion he will attack you.)
There are two nudists that live in the bee cave. Their primitiveness is just a show though. If you talk to Tseramed about them first, 'Papa' will reveal that they are just pretending in order to avoid paying taxes.
Penni is Addom's wife. If you met him in Moonglow she will be grateful to receive any news about him.
Smith the Horse lives in a stable in Yew. Talk to him and he will give you a vital clue about Ultima VI.
Take a look at the scroll in Iolo's house. It's a note from Gwenno saying that she left for the Serpent Isle.
Check out the life-size Knight's Bridge board next to Nicodemus' house.
Nicodemus the mage sells the usual assortment of potions, reagents, and spells. You'll probably have most of what you need by this time, but you might want to consider buying the following combat spells:
5th Circle - Mass Sleep
6th Circle - Tremor
7th Circle - Death Bolt, Delayed Blast
8th Circle - Death Vortex, Mass Death
Perrin also lives here and offers excellent magical training for the Avatar.
Nicodemus' house is full of potions and reagents. There is also a Magician's Wand. Nicodemus himself carries a Firedoom staff. You can kill him for it if you like, but you will need him to enchant the hourglass to finish the game. (You can always resurrect him.) There is also an Invisibility Ring hidden in a crate in Empath Abbey where they make the wine. You might have to unstack some crates to get to it.
In this section I'm including all of the forest and land east of Yew over to Dungeon Wrong, and the area south of Yew along the western edge of Dungeon Despise. That's a lot of area, so this section will be rather large.
(21 North, 6 East) A small camp where you can find some honey.
(47 North, 8 East) A semi-large camp area with a handful of fighters guarding it. Among the treasure you can find a Great Helm, Plate Leggings, Magic Armor, and a Magic Bow.
(47 North, 22 West) A troll camp with not much treasure.
(55 North, 32 West) A sacrificial altar is set up here. There will probably be a mage in the area as well as a few other creatures. Treasure include Plate Leggings and a Magic Shield.
(62 North, 29 West) Another camp with some reagents and a Lightning Wand.
(75 North, 12 East) Yet another sacrifice site. Lying around you'll find a Gorget, Antique Armor, and a set of Magic Leggings.
(87 North, 82 West) A pirate's camp with a few pirates. Not much treasure though.
(85 North, 18 West) Another camp with a Magic Gorget nearby.
(81 North, 39 West) A small dry spot in the middle of the local swamp. Access this area through a dry path from the eastern side of the swamp. Treasure includes a Protection Ring and two gems.
Tseramed will talk about pirates stashing their treasure on the shore northeast of Empath Abbey. Their treasure can be found at the following locations:
(92 North, 48 West) A box containing a Protection Ring, smoke bombs, and a Green Potion.
(97 North, 44 West) A bag containing Sleeping Powder.
(100 North, 45 West) A bag containing about 250 gold.
(6 North, 51 West) This is the location for Selwyn's Tower. The proper entrance to this tower is through a teleporter from Dungeon Despise. Inside you will find a ghost guarding potions, reagents, rings, a Firewand, and a Firedoom Staff. To exit the tower, pull the lever on the second floor. Most of the lever is hidden by the southern wall. (Note: The tower can also be entered by taking advantage of buggy programming. If you walk around the southern part of the tower you may be able to make the second floor visible. Use telekinesis on the partially hidden lever to open a doorway inside.)
(47 North, 61 West) At this location you can sometimes collect Nightshade for free.
(49 North, 72 West) At this location you can sometimes collect Spider Webs for free.
(23 North, 75 West) A bandit camp. You can find some honey here.
(16 North, 75 West) Another bandit camp with no real noteworthy treasure.
This is one of the few towns that you won't be sent to find Elizabeth and Abraham. However, the Wisps will send you here to acquire Alagner's notebook for them. He lives in the northern part of the island. Tell him your situation and he will ask you to go to Skara Brae to find the answers of life and death. Only then will he give you the notebook.
Once you return with the answers he will give you a key to his warehouse. The warehouse is sort of a puzzle, but it's not too hard. Systematically flip the switches and discover the teleporters. Use telekinesis to flip unreachable switches. There are two walk-through walls: The first is on the southeast side of the outer wall of the warehouse. The second is above one of the last teleport pads in the center of the warehouse. Instead of stepping on the pad, walk around it and north into the final storeroom. Inside the storeroom you'll need to stack up crate to make a stairway to reach his notebook. Help yourself to the other treasures in his storeroom as well. You should find a Magic Bow, various magic arrows, a bag full of reagents, a set of high quality non-magical armor, a Regeneration Ring, a Lightning Wand, and a bunch of potions.
Alagner will ask you to return his notebook. You don't really have to, but if you do you will find him murdered in the usual fashion. Make sure you peer into his crystal ball to get your first view of the assassins. Talk to Russell the shipwright and he will tell you that the Crown Jewel had recently left.
Katrina lives on this island and will join you if you'd like. She's one of the weakest NPCs, so only take her along if you're desperate for more party members.
One major side quest in this town. Henry is in love with Constance but has lost a special locket he was going to give to her. In addition, three men have arrived at the island but their ship wrecked. Robin, the leader of the three men, will confide that they plan to sell a certain locket in order to get off the island, but they lost it. Sam the flower seller will indicate that the three men most likely stole the locket from Henry, and Russell the shipwright will tell you that they three men approached him about purchasing a ship, but they no longer had the locket. (If you're having trouble finding the shipwright, he's further north from Alagner's house.) Next talk to Battles, one of Robin's bodyguards. He will mention that he last saw the locket while they were staying at the local pub. Go there and talk to Boris the innkeeper. He will admit to having it, but then be unable to find it. Then find his wife Magenta. She will have the locket and return it to you once you explain the situation. If you choose to, take the locket to Robin and his men. He will reveal their full plans and then attack you. Eventually return the locket to Henry, and inform Constance of what has occurred.
Sextant - 40g - Russell the shipwright Ship - 600g - Russell the shipwright
Make sure to buy a room at the inn. The innkeeper will give you a key and you will find a pair of Magic Gauntlets in the drawers in the room. There's also a Fire Wand and Black Potion worth taking in Alagner's House.
To get to Skara Brae go to (49 South, 41 West). The Ferryman waits there to take you to the island for a small amount of money. To talk to him (and the rest of the island inhabitants) cast the spell Seance. If you take too long on the island, you will need to be prepared to cast this spell again after it wears off.
Caine the alchemist has the answers to life and death. He will not give them to you though until you solve the local island problems. Horace the Lich has taken over and the islanders want to be freed. Talk to Mordra to get started. She will tell you that the soul cage needs to be finished but Trent the local blacksmith is lost in grief over the loss of his wife. Get the music box from his workshop and take it to Rowena who can be found at Horace's castle to the north. (The castle will be guarded by skeletons wielding Magic Axes). Play the music box and she will give you her wedding ring to take back to Trent. Show him the ring and he will begin to finish the cage, but will request an iron bar. Get one from the local cemetery. Visit Mordra again and she will direct you to finish a potion. The three ingredient potions can be found in her house. (An extra red potion can be found at the mayor's and an extra black potion can be found in Horace's castle.) Take the potions to Caine and he will tell you how to make the magical formula. Get the empty vial from his shop and make the magic formula. Then take the cage and the potion to Horace's castle and dip the cage in the Well of Souls (which is accessed by a walk-through wall on the west side). Wait until midnight and then use the cage and the potion on Horace to free him. Horace will return to normal and tell you they need a sacrifice to completely rid the island of evil. Talk to Forsythe the mayor first and he will ask you to check with everyone else first. Check with all the people in the room, then ask the blacksmith and his wife, Caine, and even the Ferryman. Return and Forsythe will agree to be the sacrifice. Talk to Horace and he will give you a Firedoom staff. Then talk to Caine to get the answers to life and death.
There's a chest full of reagents in Mordra's house. There's a Magic Axe in an abandoned house containing a Reaper. Horace's castle has a Black Potion upstairs as well as a mysterious invisible potion. (I don't know what it does.)
I consider this stash to be a cheat because there are plot related items hidden here. To guarantee that you don't mess up the story, it would probably be best not to access this until you have completed the Skara Brae quest. But anyway, go to the cemetery and find the statue. On the west side you should be able to see the tip of lever barely sticking out into view. Pull the lever and walk into the small chamber under the statue. Inside a nightstand you will find a full set of magic armor, a Death Scythe, and the plot items you need to finish the Skara Brae quest.
You will be direct here by Draxinusom to retrieve the Ethereal Ring. The Sultan is crazy, and he will tell you that you may have the ring if you are able to retrieve it. The ring is guarded by a Stone Harpy. The best way to beat the Stone Harpy is to use a Glass Sword on it. Inside his treasure room you will find a Protection Ring, Invisibility Ring, Regeneration Ring, and the Ethereal Ring.
This mysterious island is hidden in the northeast part of the map underneath the compass symbol. You will need to come here to pick up some pieces of Caddellite. Kissme, a faerie, lives here and covers the outside island with anti-magic dust. This will prevent you from casting spells while outside. The best way to fix this is to cast the Linear spell Weather before you get close to the island. If it's raining, the anti-magic dust will go away. The Cadellite can be found by entering a cave on the northern part of the island. Inside you will find some gems and an Invisibility ring. A Hydra guards the Caddellite though. Get to him by finding a secret door, talk to him for a bit, and then kill him. The Caddellite is found south of him. Pick up a piece of Caddellite for every helmet that you want made.
In the center of the bay is a tower that is magically locked. If you used Weather to get rid of the anti-magic dust you can access it by boat. No treasure inside, just a corpse and an interesting journal.
(77 North, 195 East) On the southeast part of the island you'll find a camp. A few pirates and fighters will be guarding it. They has some treasure which includes a Magic Helm, Magic Sword, Protection Ring, Invisibility Ring, and some money. Immediately south of the their camp you can find a walkthrough section of the mountain, but you will be blocked further by some energy fields. If you used Weather to get rid of the anti-magic dust, you can cast Dispel Field to get in. There will most likely be a mage guarding his treasure which includes Potions, high quality non-magic armor, and about 500 gold.
Coming to this island is completely optional. There is nothing here to advance the main plot, but you can get some valuable equipment and experience.
A statue out front has been defaced. Talk to the different characters in the hold to get to the bottom of it.
Lady Tory will tell you that her child has been kidnapped by harpies and no one has been able to rescue him. Go to (141 South, 8 West) on the mainland to rescue the child. Return him to her.
Note that most of the characters on this island are modeled after characters from Star Trek - The Next Generation.
There's lots of good equipment here. Lying around in chests and in the open you'll find lots of high quality non-magical armor. In the chest in Jehanne's room you'll find a pair of Magic Boots.
There is a chest in the main hall that can be unlocked with a key found in a chest at (48 North, 137 East). Inside will be a nice stash of reagents.
The main target will be the locked treasury in the northern part of the hold. There are actually two keys that will get you inside. The easiest key can be found in Richter's room under some clothing. The other key is a little more involved. Go to the kitchen a locate the fish that is facing a different direction than the others. This fish will be considered a body rather than food. Open it up to find a key. Take this key to the southern cave on this island at (176 South, 35 East). Inside will be a chest. Open this chest with the key you got from the fish. Inside will be the second treasury key. Inside the Serpent's Hold treasury you will find a Magic Sword, Sword of Defense, Fire Sword, Juggernaut Hammer, Great Dagger, Magic Axe, and a Magebane.
The following is a list of various island's around the map. None of these contribute to the plot, and most of them are just treasure stashes. Once you have a flying carpet or boat visit these islands to collect what they have to offer.
(110 South, 27 West) This island is west of Trinsic, and it is probably one of the most important islands to visit. Inside you'll find a key on the ground. This is the Skeleton Key. It basically serves as an infinite lock pick. It will open any chest or door that lock picks would, yet it never breaks. You'll also find a few reagents.
(117 South, 42 West) Another island west of Trinsic. It seems empty, but there is a walkthrough section of mountain leading to a small room. There is a key in the desk that will unlock the nearby chest. Treasure includes a few rings, a Musket with ammo, and about 1200 gold.
(10 South, 62 West) This island north of Skara Brae is empty except for a mysterious structure. If you walk underneath the structure you will most likely be struck by lightning.
(162 South, 8 East) There's an island outpost here guarded by a few fighters and a mage. Inside you will find reagents, some black rock, and smoke bombs. There's a bag almost completely hidden from view in the southeast corner. Inside you will find a key to the nearby chest (which is empty). But the bag contains Magic Boots and some Starbursts.
(168 South, 128 East) This is the treasure cave that all the parrots in Britannia are talking about. (Use a gavel on any parrot to get the message.) Watch out for the invisible caltrops at the entrance and the ghost inside. Treasure includes a Lightning Whip, various rings, Invisibility Dust, 4 Glass Swords, Magic Boots, Magic Gauntlets, and about 1000 gold.
Dungeon Destard is located west of Trinsic. It is divided into two sections. If you attempt to become a Fellowship member, Batlin will send you to this dungeon to recover some lost Fellowship funds. If that is your objective, you'll want to take the Dragon Entrance.
(112 South, 11 West) Like the name says, you'll immediately run into a Unicorn through this entrance. The Unicorn will act as a virginity detector for your Avatar, but doesn't serve any other purpose. (You can lose your virginity at the Baths on Buccaneer's Den.) Back behind the Unicorn you'll find some treasure: an Invisibility Ring, 30 Magic Arrows, and a handful of gold. Watch out for invisible caltrops and an occasional headless.
(71 South, 23 West) Like the name says, you'll run into a dozen or so dragons through this entrance. This is the section of Destard that contains the lost Fellowship funds. But the chest will actually end up being empty. All you need to do to complete his mission though is merely walk through the entrance, then you can return and tell him the bad news. If you want to go farther, be ready... this is one of the tougher dungeons in the game. The dragons are tough. However, if you manage to clear it out you'll find a small fortune in gold and gems as well as a Regeneration Ring, Firesword, and a Spellbook. (Note: if you walk west from the entrance you'll encounter a small band of adventurers looking for the Unicorn. They are lead by Cosmo, who was sent here by Ophelia of Jhellom.)
Dungeon Despise is located in Serpent's Spine that wraps around the city of Britain. The dungeon itself is broken into two sections. The western section houses the Sphere generator, which has been disrupting the moongates and imprisoning the Timelord. The eastern section contains no plot elements, but can be explored for experience and treasure.
(9 North, 30 West) You'll find the Magic Carpet at this entrance. This section contains the Sphere generator and Selwyn's Outpost. Watch out for a four-way fire/explosion trap, and a pair of teleporters at dungeon crossroads. To get to the Sphere generator, work your way east, south, and then west again. You won't be able to enter the generator without the Enchanted Hourglass. If you don't have it, contact the Timelord for more information. Once inside the generator, watch the pattern made by the flashing light to successfully navigate the moongate puzzle.
In the northwest part of this section of Despise you'll come across Brother Wayne, a monk from Empath Abbey, who's been lost in Despise for some time. There's nothing you can really do for him though.
On the way to the Sphere generator you should come across a magically locked door. This door leads to an bandit outpost in the dungeon, apparently lead by a mage named Selwyn. Be prepared to fight a pirate, fighter, paladin, and two mages wielding magical weapons. Check the nightstand and bodies for keys to the chests. In the bedroom area you will find an invisible staircase in the northwest corner of the room. Upstairs you will find a scroll outlining the bandit's plans to attack Lord British's castle. There's plenty of treasure to be had including gold, reagents, wands, a Firesword, Magic Bow, Magic Sword, Great Dagger, and a set of magic armor. On this top floor you will find two teleport pads and a teleporting mirror. The teleport pad in the northeast corner will teleport you to the apple fields in Britain. The teleport pad below that will teleport you to the remote Southwest Treasure Room. The teleport mirror will take you to the Mirror Room.
When you arrive at this location you will be surrounded by chests and sleep fields. Ignore all this and walk around till you find a room with a dead mage and two teleporters. Get the key off of the dead mage and pull the switch to open a secret door that will give you access to all those chests. Inside you will find another full set of magic armor, a Glass Sword, and 15 Starbursts. Also grab the potions, wands, and rings in the area. Use the teleporters to leave. The left teleporter will take back to Selwyn's bandit outpost, and the right teleporter will drop you in the forest west of the dungeon. (You can find a second key for the chests under the flaming oil in the northern room.)
The mirror room is a small hallway with four mirrors. There will be a Sword of Defense and a Lightning Whip on a nearby table. You'll enter through the top mirror. And invisible barrier will prevent you from leaving any other way besides a mirror. The second mirror from the top will take you to Selwyn's Tower, which is in the forest west of the dungeon. (Check the 'In The Area' section of Yew for more information.) The third mirror is shattered and inaccessible. The fourth and final mirror will teleport you to the pirate fort out by Vesper. (Check Vesper's 'In The Area' section for more information.)
The second half of Dungeon Despise can be accessed at (31 North, 4 West) which is on the northern part of the mountain range. This is a complex dungeon with lots of keys and secret passages. There's really no need to come here to complete the game, but there is some treasure available. Make sure to pick up the strange looking key off the corpse at the entrance. Keys for this dungeon may be required multiple times, so be sure to keep track of them all. There are two invisible chests in this dungeon, so keep a look out for them. The total treasure of this section of Despise includes a Magic Boomerang, Magic Sword, Magic Bow, Magic Gauntlets, 3 Magic Axes, Lightning Whip, Plate Armor, Magic Shield, and a few Love Arrows. Guarding this treasure are dragons, trolls, mages, and a few traps.
There are four places where you can walk through the walls. The first one you'll encounter will be a hallway with a teleporter that keeps teleporting you back you north. Check the western wall for a hidden passageway around this teleporter. You'll find the second one when you find a hallway with three iron sliding doors in a row with a switch nearby. Search the southern wall of the passageway to access of seemingly locked up room. The third one is in the mushroom/scroll room which I talk about in the 'Teleport Room' section. The final hidden passageway is somewhat obvious. You will come to a room with a pool of water and a bag. You will see a stone room to the south, and sure enough, there is a spot where you can walkthrough the wall.
In one part of the maze you come across a lost mage names Garok Al-Mat. He will tell you that he was looking for the source of the ether problem. Tell him the way out and he'll give you some of his reagents.
In another section of the maze there's a chest I haven't been able to open. Cheating reveals it to contain a green potion and a red potion. Whenever you approach it, you characters may get sick and throw up. If anybody knows where the key to this chest is, please email me!
Near the center of the maze you'll find a room with pillars and two teleporters. The top teleporter will take you northeast of your location, and the bottom teleporter will take you to the mushroom/scroll room. Inside the mushroom/scroll room you will find a key. This key will let you out of the room if you follow the passage to the southwest. However, there's a secret passageway leading north in the northeast corner of the room. At then end of this passage you will find a key and a teleport pad. I haven't been able to find a use for this key, so if you figure it out email me! The teleport pad will take you to a small room in the same dungeon. Stay off the green teleport pad and walk around the room and go up the stairs. Upstairs you will find a locked chest with a Magebane inside and some potions. Watch out for the arrow trap that fires when you pick up the potions. After you take this stuff, go back downstairs and step on the green teleporter. This will take you to the other half of Despise, near the mirror room. You'll need the key you got at the entrance to get out.
Near the very end of this dungeon you will come across a fountain. Depending on what side you approach this fountain from, it will teleport you to another part of the dungeon. Approaching from the north will teleport you to an empty prison cell you passed early. Approaching from the east will teleport you to the prison cell containing a harpy. Approaching from the south will send you to the other half of Despise, near the mirror room. You'll need the key you got at the entrance to get out. And finally, approaching from the west will teleport you way back the northern half of this dungeon.
Dungeon Deceit is located on an island north of Moonglow. It houses the Tetrahedron generator, which is the cause of the disturbances in the ether. There a few other caves on the island itself and nearby islands, but there really isn't anything in them.
(2 North, 177 East) This is the main entrance to the dungeon. The dungeon itself is pretty simple, although it does have a few traps, a few dragons, a lich, and a stone harpy. There's a key in the dragon's treasure room that opens a small room further in the maze. In one dead end you'll come across to women, Eiko and Amanda, who are hunting a Cyclops to avenge the death of their father. The Cyclops can be found in an outdoor section of the dungeon at (18 North, 176 East). Treasure in this dungeon includes Magic Armor, Plate Armor, Plate Leggings, and a Glass Sword. When you reach the Tetrahedron generator, leave your party behind and equip the Ethereal Ring. Inside the generator you'll find a huge beast. The easiest way to defeat him is to use a Glass Sword. (There's even one found in this dungeon.)
(5 South, 174 East) In this cavern you'll find a cemetery and a room with a pile of skeletons, but no treasure.
(4 South, 190 East) Another empty cavern, except for a few plaques on the wall.
These dungeons are located east of Yew, on the other side of the forest. These dungeons were once used as prisons, but they have been overrun. There are no plot elements in this dungeon, and you don't need to visit them to finish the game. But if you are looking for more treasure and experience, this is one of the places to go. The dungeon is divided into three sections.
(84 North, 14 East) You'll find some reagents, potions, and some high quality non-magical armor.
(61 North, 22 East) More reagents, potions, and a Great Dagger.
(39 North, 30 East) You'll find a Magic Sword in this section.
-- Danag at the Fellowship hall in Buccaneer's Den will direct you towards the Isle of Avatar for the final confrontation. Make sure you bring along the Black Gate key, Ryduom's Wand, and the three mini-generator artifacts. Land on the south side of the island and use the Black Gate key to get inside.
I won't do a complete walkthrough for this dungeon. There are some already available on the internet if you really get stuck. But I will point out a few hints. There is one room that is filled with water and has a scroll on the center island. There are two nasty traps nearby. To the west you will see a room with a lever. If you go in and pull the lever you will be locked in while the room erupts into flame. You'll have to pull the lever a few more times to get out. The other trap is to the north. You'll see a plaque reading 'Ex Por' and a mirror. If you walk through the mirror you'll be teleported all the way outside. That can be sort of annoying.
There is lots of treasure here. Unfortunately you're at the end of the game and won't have a whole lot of time to use it. You'll find a Paladin wearing a full set magic armor and wielding a Juggernaut Hammer and a Dragon guarding a large hoard of gold, gems, another nearly full set of magic armor, a Glass Sword, Magic Sword, and a Great Dagger.
You'll eventually come across the Throne of Change. Basically, every time you sit on the Throne is will teleport you to a nearly identical room. There are three sets of rooms that will cycle. In order to escape the cycle, you'll have to discover the Throne of Virtue. Sit in that once and next time you sit in the Throne of Change you will be transported to the next part of the maze. To help keep track of where you are, it can be useful to drop a different item by every Throne of Change. You can use those item to tell if/when you have been there before. At every location, check the outer hallway thoroughly for walkthrough walls. In once case you will find a mage living in the northwest corner of room. He has a packed Spellbook, Magic Armor, Magic Gorget, Firedoom Staff, Lightning Wand, Magician's Wand, Great Dagger, Regeneration Ring, and a few potions.
Eventually you will make it to the final room with the Black Gate. Batlin, Hook, Forskis, Elizabeth, and Abraham will all be there and will attack you. Concentrate your initial attack on Hook. Once he is dead, Batlin will teleport away. After they are all dead, put the three mini-generators in their corresponding pedestals and use Ryduom's want to destroy the Black Gate. (Note: you can also choose to walk through the Black Gate instead of destroying it in order to see the 'bad' ending.)
(148 South, 181 East) There's an outpost north of the central bay on this island. There will be a few huts and a bunch of pirates. One warrior will be equipped with a full set of magic armor and a Sword of Defense. He'll be a bit tougher to kill, but that equipment will come in handy. You'll also find a Great Dagger and about 500 gold. There's no need to wait until the end of the game to come here. If you like, make the journey to this outpost early to take advantage of that nice set of armor.
This will be available only if you have the Forge of Virtue add-on. The island can be found underneath the scroll in the center of the Britannia map. Save yourself a trip by remembering to bring the two lenses from the Museum in Britain. Basically, you'll have to complete three quests (Truth, Love, Courage) to get three talisman that represent those forces. After completing each quest, the Avatar's stats will be significantly boosted. (And they are boosted again when you return to Lord British afterwards.) There are many fine walkthroughs for these trials already, so I won't cover them here. However, I will mention a few treasure opportunities:
In the test of Love, when you come across the Stone of Castambre look carefully at its northern edge. A lever is barely visible. Pull this lever and go back into the cave to the north. A secret door will have opened that leads to a treasure room containing a Death Scythe, Firedoom Staff, and 9 Glass Swords.
In the test of Courage make sure to thoroughly search all the bodies that you find lying around. You should be able to find almost a complete set of magical armor. Weapons include a Great Dagger, a few Magic Axes, a Triple Crossbow, and a Glass Sword. The Magic Helm is somewhat tricky to get. After you have placed it on the pedestal to get to the dragon, cast Mark on one of the Virtue stones in the dragon's room. Re-enter the test and grab the Magic Helm and just use Recall in order to get to the dragon in the future.
Of course, in order to complete the quest of Courage you'll have to forge the Blackrock Sword, which is the best weapon in the game.
The following are a few locations that I believe to be inaccessible without cheating. If anyone ever finds a non-cheat way to get to these rooms, let me know.
(33 North, 122 East) This small room has a dead corpse (Denyel) with a note for his beloved (Mythra). The note mentions that he is stuck and cannot figure a way out.
(15 South, 51 East) This is the 'dead' room. Whenever a significant character is killed in the game, they will be sent to this room.
(10 North, 41 West) If you enter this room Lord British will appear and call you a cheater and begin to attack you. Everyone in Britannia will die and most text will be replaced with the phrase 'oink'. You'll have to restart your game, so make sure you save before you do this.
The following are a few keys, doors, or chests that I couldn't figure out how to access. If you have any information about any of these items, please email me!
Gregor's Key - Gregor, the head of the Britannian Mining Co. in Minoc, has a two story house north of the Fellowship Hall. On the second floor there is a red and blue key that I've never found a use for.
Sean's Storeroom - There's a back room in the jewelry in Britain with three gold bars. Does anybody know where the key to unlock this door is?
Chest and key in Dungeon Despise - In the Eastern Section of Dungeon Despise are a key I have not found a use for and a chest I have been unable to open. The locations of these items are detailed in Dungeon Despise - Eastern Section.
I'd like to compile the locations of all the fountains in the game and what each of them do when drunk from.
I'd like to compile a list of all the crystal balls in the game, particularly the ones that are hooked up to some particular 'view'.
I'd like to include the locations of all the dinosaur bones in Britannia as they are the primary source of musket ammunition.
While everything in this FAQ was individually compiled by myself, there are countless FAQs and Walkthroughs that have assisted me in exploring this game. As there are too many to mention, I'd like to offer a sweeping, generic thanks to all the documentors that have gone before me.
-- This document Copyright 2002 Andrew Simpkins.