Ultima V FAQ/Walkthrough should be valid for Commodore, Apple,
Windows(PC)
Version 1.2.0
Copyright 2000, 2002, 2003 by Andrew Schultz(
[email protected])
This FAQ is not associated with Origin(aw, rats.) It is my original
work except where noted. It is part of my efforts to help preserve
classic games that overcame technological limits and often even became
profound.
Additional personal links(i.e. "ad space":)
Maps of all indoor locations(no NPC's in towns/castles, alas!):
http://www.geocities.com/SoHo/Exhibit/2762/u5/tmphtm.htm
Big maps of underworld/overworld:
http://members.fortunecity.com/cartographics/
General Apple game stuff:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
CJayC at GameFAQs has been kind enough to post images of critical
locations/walkthrough paths at the following page on his fine website:
http://www.gamefaqs.com/computer/doswin/game/11100.html
Future plans may include an HTML page in JavaScript that lets you page
through dungeons/dungeon rooms.
------------------------------------------
Outline:
1. INTRODUCTION
1-1. ABOUT THE GAME
1-2. BRIEF STORY START
1-3. BRIEF HOW YOU'RE SUPPOSED TO FINISH THE STORY
1-4. ABOUT THIS FAQ
1-5. EVALUATING THE PORTS
2. CONCRETE OBSERVATIONS AND HOPEFULLY USEFUL TABLES
2-1. HELPER CHARACTERS
2-2. COMPLETE LIST OF SPELLS AND TERMINOLOGY
3. LOCATIONS AND DIRECTIONS
4. BEING A GOOD GUY
5. QUICK WALKTHROUGH
5-1. THE SHORTEST POSSIBLE PATH
5-1-1. GETTING GOOD QUICK
5-1-1-1. VERY QUICK START
5-1-1-2. I LOVE THE NIGHT LIFE: GETTING IN AND OUT OF TOWNS
AFTER DARK
5-1-1-3. THE PLACES YOU'LL GO ON YOUR MAGIC CARPET!
5-1-1-4. MANEUVERING YOUR FRIGATE AND SKIFF
5-1-1-5. FAVORABLE COMBATS AND GETTING THROUGH THEM QUICKLY
5-1-1-6. DEATH
5-1-1-7. THE MIDDLE GAME
5-1-2. WORDS OF POWER, MANTRAS, AND HOW TO GET THEM
5-1-3. MOONGATE MANIPULATION
5-1-4. SHRINE QUESTS
5-1-5. THE THREE JEWELS OF LORD BRITISH
5-1-5-1. THE CROWN
5-1-5-2. THE SCEPTER
5-1-5-3. THE AMULET
5-1-6. DUNGEONS AND WHEN AND HOW TO KAMIKAZE
5-1-6-1. WHAT'S UNDER WHICH DUNGEON
5-1-6-2. GETTING THROUGH
5-1-6-2-1. IMPORTANT DUNGEONS, AND DUNGEONS IN GENERAL
5-1-6-2-2. DESPISE
5-1-6-2-3. DESTARD
5-1-6-2-4. WRONG
5-1-7. THE THREE SHARDS
5-1-7-1. FALSEHOOD
5-1-7-2. HATRED
5-1-7-3. COWARDICE
5-1-7-4. WHAT TO DO WITH THEM
5-1-8. SHAME AND BELOW
5-1-9. DOOM
5-2. SPOILER OVERVIEW
5-3. SHRINE MESSAGES AND BLACKTHORN'S LAWS
6. OTHER PATHS(I.E. HOW YOU 'SHOULD' DO IT)
7. ULTIMA 4: SAME/DIFFERENT
8. FUNNY STUFF I FOUND
8-1. JUST AMUSING
8-2. OUTRIGHT BUGS
9. HEX CHEATING
9-1. WINDOWS(PC) VERSION
9-2. APPLE VERSION
10. CREDITS
------------------------------------------
1. INTRODUCTION
1-1. ABOUT THE GAME
Ultima V, on the heels of the moral and technological breakthrough
Ultima IV, has that King Arthur quality to it. It's been 2 years in your
world(20 in Britannia) and someone named Blackthorn has usurped the
throne after Lord British has disappeared. LB has been spotted at
marshes some times although Blackthorn has persecuted any who say so as
sacreligious. While LB was ruling the Avatar's eight virtues were
expounded and practiced to make Britannia more wealthy, but now, there's
high taxes and everything and martial law, and Blackthorn has twisted
the eight laws to form a police state. He even wants to figure out the
mantras and secrets to the Codex and the now sealed-off dungeons. Your
object is to rid Britannia of the menace he and possible accomplices
pose to Britannia.
1-2. BRIEF STORY START
Iolo and Shamino, realizing the kingdom is trouble, call on the Avatar
of legend to come back. He does, but as he is summoned through the magic
moongate, three Shadowlords come in and one throws a bolt into Shamino,
who is on the edge of death. The three retreat to Iolo's hut deep in the
woods, where they hope to let Shamino recoup.
1-3. BRIEF HOW YOU'RE SUPPOSED TO FINISH THE STORY
You'll need to get Lord British's artifacts, the Sandalwood Box, visit
eight shrines and solve their quests(need to get the mantras too,) get
eight words of power to open the dungeon, and find Lord British.
The quickest solution doesn't require all of this, but you miss a good
deal not doing so. You also need to do some good things(release
prisoners, visit shrines, etc.) to get your karma up but being perfect
isn't such a big deal.
1-4. ABOUT THIS FAQ
NSEW can be interchanged with UDRL at points.
Frequently I'll use U4 to abbreviate Ultima IV and U5 to abbreviate
U5.
If you want to see the game script, whatever site is hosting this
should also be holding my script for towns and such for Ultima V. It
should be just a few clicks away. Here I try to focus solely on
information that helps you get through the game.
Often I may describe incidents in terms of Ultima IV because most
people playing U5 are coming off playing U4, which I feel is wonderfully
intuitive to understand. And although hardly incomprehensible, U5 is a
bit more complex than U4 and builds on it.
This FAQ has no text maps but once again I refer you to the following
page:
http://www.gamefaqs.com/computer/doswin/game/11100.html
This includes the following paths:
--what to do in the dungeons(dungeons map)
--how to get the amulet, from either possible entry(amulet map)
--how to get to Doom(Shame to Doom map)
--how to get to Stonegate(Minoc to Stonegate map)
--how to get Lord British's Crown(Blackthorn's Castle Crown map)
--how to get all three shards(Shard map)
From this page I recommend opening this FAQ in a new window and then
clicking on one of the graphics. You can't access the graphics from
outside GameFAQs but what you can do is to hit Alt-Tab to switch between
windows and in particular between this FAQ and one of the graphics if
they are in different browser windows.
1-5. EVALUATING THE PORTS
Windows is a lot more forgiving than Apple and Commodore when it comes
to making combat moves. If you run into a monster you don't lose a turn.
Plus you can evaluate your karma(Avatar brownie points) with ctrl-K(I
found this various places including Specter/DeMaria listed in the
credits.)
You'll want to watch out for having numlock on with Windows though. If
you do then the computer will think that even when you type in numbers
above the letters, you're trying for arrow commands.
If you play the Commodore version on an emulator be aware that NSEW is
[/';.
2. CONCRETE OBSERVATIONS AND HOPEFULLY USEFUL TABLES
2-1. HELPER CHARACTERS
Part of the game is deciding who your other characters should be. You
have five slots open but fifteen characters to choose from. Who is
best, then?
Here is a list of NPC's you can get(and where).
Name St?Sex Prof C S D I MP HP MHP EXP L
Zippy Y M Avatar G ?? ?? ?? ?? 060 060 ??? 2 (start)
Shamino Y M Fighter G 20 22 16 00 005 060 167 2 (start)
Iolo Y M Bard G 19 21 17 08 090 090 249 3 (start)
Mariah N F Mage G 12 20 22 22 002 090 278 3 Lycaeum
Geoffrey N M Fighter G 24 21 16 00 090 090 260 3 Buccaneers' Den
Jaana N F Mage G 15 17 21 21 060 060 142 2 Yew
Julia N F Bard G 21 19 18 09 060 060 138 2 Empath Abbey
Dupre N M Fighter G 22 18 16 00 090 090 268 3 Bordermarch
Katrina N F Fighter G 22 21 18 00 150 150 800 5 New Magincia
Sentri N M Fighter G 23 20 19 00 060 060 101 2 Bordermarch
Gwenno N F Bard G 17 22 17 08 090 090 234 3 Britain
Johne N M Mage G 14 20 24 24 090 090 206 3 Ararat
Gorn N M Fighter G 21 19 15 00 060 060 134 2 Blackthorn's
Maxwell N M Fighter G 21 19 14 00 030 030 042 1 Serpants Hold
Toshi N M Bard G 17 21 16 08 030 030 064 1 Empath Abbey
Saduj N M Bard G 21 26 20 10 120 120 541 4 Lord British's
Fighters really aren't all that bad in the tough battles; it's just
useful to have as much magic as possible. Besides, anyone can use a
magic axe...of the remainder, Toshi is too weak to help in the early
stages, and Saduj is evil--don't let him join when you have a certain
special item. He's looking for it so Blackthorn can use it. In fact I
would recommend dumping Shamino at an inn once your party starts filling
up(perhaps even earlier) and leaving him there. You aren't charged for
leaving people at an inn if you don't ever pick them up again.
This leaves the Avatar, Iolo, Mariah, Jaana, Julia, Gwenno, and
Johne...seven people! Since Johne is rather hard to find, you may want
to keep Julia in the party until very late. Mages are a scarce
commodity in Ultima V so you will want all of them in your group,
especially for the last stage of the game.
Gwenno's probably easiest to pick up(plus, she's Iolo's wife, so you
have to keep them together :) ) and Mariah may be the hardest(you need a
moongate, magic carpet, or a skiff/frigate to get to the Lycaeum)--but
Jaana should be annexed as soon as you get to Yew, and you can follow
the trail(isn't the "new" Britannia nice? Directions everywhere!) to
Empath Abbey to fill your party up with Julia. It even goes through the
moongate location.
The timing of when to pick up characters may help you get through the
game much quicker. More on that below, but first, spells.
2-2. COMPLETE LIST OF SPELLS AND TERMINOLOGY
I will try to make sense of the multi-worded spells of U5 as opposed
to the single-letter ones of U4. For some reason I think of spells in
terms of Ultima IV and if you do too(i.e. because you just played it
before starting U5) then this will hopefully draw parallels.
Mixing a bad spell has higher stakes in U5 then in U4. You can lose
hit points or get poisoned with a bad mix here. On the bright side you
don't have to spend as much time mixing 50 cure spells here.
I will try also to
The stories and preparations for each spell make for good reading but
you don't need to worry about that. Just focus on the reagents.
The circle # equals the # of spell points you will spend casting the
spell.
SPELL NAME |#|INGRE |U4|
| |DIENTS|? |USEFULNESS
--------------------+-+------+--+--------------------------------------
AN EX POR |5|AE | |Magic carpet better for fleeing
AN GRAV* |4|AF |D |Superceded by Sceptre but ok at first
AN NOX |1|BC |C |Cure, always useful, have lots spare
AN SANCT |2|AD |O |Very useful early, saves HP and Cure
AN TYM |8|CEH | |REL TYM * 2
AN XEN CORP |2|AC |U |Fun, but save your resourcess
AN XEN EX |6|DFG | |Fun against weak foes, but...
AN ZU |1|BC |A |Awaken, better methods out there
DES POR |4|DE |Z |Not the great cheat from U4
GRAV POR |1|AF |M?|OK attack spell, magic axes better
IN AN |6|ACH |N |Great vs. balrons, demons
IN BET XEN |5|ADE | |Kinda useless but cute
IN EX POR |5|AE | |OK if you ran out of free magic keys
IN FLAM GRAV |3|ADF |E |Cool effects but weapons are better
IN FLAM HUR |8|AEH |R |IN VAS POR YLEM but better
IN LOR |1|A |L |Cheaper than torches
IN MANI CORP |8|ABCEH |R |Follow with VAS MANI right away.
IN NOX GRAV |3|DFG |E |Allows for devious plans later, good!
IN NOX HUR |7|AG | |IN VAS POR YLEM with bad side effects
IN POR |3|DE |B |20+ min. necessary to solve the game
IN QUAS CORP |7|CGH | |good vs weakies...but
IN QUAS WIS |7|GH |V |Like a gem. Extra useful for cheaters
IN QUAS XEN |7|ACDEGH| |Lots of fun, but...
IN SANCT GRAV |4|DFH |E |Impenetrable fields--minor usefulness
IN VAS GRAV CORP |8|AGH | |Awesome spell but be CAREFUL!
IN VAS POR YLEM |6|AEH |T |Another good spell for endgame
IN XEN MANI^ |2|BCH | |More expensive than food,OK if starved
IN WIS |2|G | |Useful down under;sextant sporadic
IN ZU |5|CDG |S |Decent if drained, fighting weakies
IN ZU GRAV |3|CDF |E |Worse than useless as I see it
KAL XEN |2|DH | |Summoning is fun but weak
KAL XEN CORP |8|CDE | |Handy but I prefer direct spells
QUAS AN WIS |6|GH | |Good vs. weakies
MANI |1|BD |H |Critical early, Vas Mani better later
REL HUR |2|AE |W |OK but can be trumped by Ztats/waiting
REL XEN BET |6|ADGH | |Funny, but totally useless
REL TYM |5|AEH |Q |REL TYM better for critical battles
SANCT LOR |7|EGH | |Stealth isn't the best method...
UUS POR |4|DE |Y |Not the great cheat from U4
VAS FLAM |3|AF |F |Good missile spell, not irreplacable
VAS LOR |3|AH |~L|More convenient when you've got $$$
VAS MANI |5|BDH | |Indispensible, worth several MANI
VAS REL POR |8|AFH |G |Critical for quick transport
WIS AN YLEM |6|AH |V |Doesn't last enough to be useful
WIS QUAS |4|DG | |Good against invisible spellcasters
XEN CORP |7|FG |K |Tremor seems a bit better
U4 spells not used: I(Iceball), J(Jinx), P(protection), X(X-it)
^ - not in the spell book
* - manual for Windows incorrectly states this as 'In Grav' but the
alphabetization and prefix make more sense this way.
A = sulphurous ash
B = garlic
C = ginseng
D = spider silk
E = blood moss
F = black pearl
G = nightshade
H = mandrake root
AN = negate
BET = small
CORP = death
DES = down
EX = freedom
FLAM = flame
GRAV = energy(esp. energy fields)
HUR = wind
IN = create
KAL = call(summon)
LOR = light
MANI = heal
NOX = poison
POR = movement
QUAS = illusion
REL = change
SANCT = protection
TYM = time
UUS = up
VAS = greatly
WIS = knowledge (of)
XEN = creature
YLEM = matter
ZU = sleep
3. LOCATIONS AND DIRECTIONS
** SHRINES **
Shrine/honesty O'J'' E'C''
Shrine/compassion I'A'' F'M''
Shrine/valor C'E'' N'P''
Shrine/justice E'J'' A'L''
Shrine/sacrifice M'N'' C'N''
Shrine/honor F'B'' M'P''
Shrine/humility O'H'' N'I''
** DUNGEONS **
Deceit P'A'' E'J''
Despise F'L'' E'D''
Destard E'I'' K'I''
Destard(alt) D'G'' I'J''
Wrong H'O'' B'E''
Covetous J'M'' B'L''
Shame D'K'' G'G''
Hythloth O'P'' P'A''
Doom I'A'' I'A''
** TOWNS **
Moonglow O'I'' I'H''
Britain F'B'' G'K''
Jhelom C'E'' N'O''
Yew D'K'' C'L''
Minoc J'P'' B'E''
Trinsic G'K'' L'I''
Skara Brae B'G'' I'A''
New Magincia L'L'' K'J''
** CASTLES **
Empath Abbey B'M'' D'C''
Lycaeum N'K'' G'L''
Serpants Hold J'C'' P'B''
Lord British F'G'' G'L''
Blackthorn M'E'' P'F''
** DWELLINGS **
Iolo's Hut C'N'' D'O''
Sutek's L'A'' N'A''
Grendel's J'J'' F'L''
Sin Vraal's M'J'' D'L''
** VILLAGES **
Paws G'C'' J'B''
Buccaneers' Den I'I'' J'O''
Cove I'I'' F'K''
North Brittany F'G'' G'J''
West Brittany F'F'' G'K''
East Brittany F'I'' G'K''
** KEEPS **
Stonegate J'E'' E'K''
Windemere P'I'' A'I''
Farthing E'A'' P'A''
Bordermarch A'P'' K'A''
Ararat D'B'' D'K'' (underworld)
** LIGHTHOUSES **
Greyhaven G'I'' N'I''
Stormcrow J'I'' B'I''
Waveguide N'I'' H'I''
Fogsbane F'I'' H'I''
** SIGNPOSTS **
underworld signpost D'G'' I'P'' (underworld)
Keep out! P'F'' A'G''
Desert signpost M'D'' C'J''
Isle/Avatar post O'J'' P'C''
Paws roadsign F'P'' J'E''
Brittania roadsign E'M'' H'B''
Serpents Pass F'F'' E'O''
Forest sign D'H'' E'C''
Signpost at sea C'N'' K'M''
** OTHER **
Shard of Falsehood M'A'' F'A'' (underworld)
Shard of Hatred ~ I'A' E'A'' (underworld)
Shard of Cowardice L'I'' L'A'' (underworld)
The Codex O'J'' O'J''
Mystic Arms O'J'' O'J'' (underworld)
5. QUICK WALKTHROUGH
5-1. THE SHORTEST POSSIBLE PATH
5-1-1. GETTING GOOD QUICK
NOTE: some of the advice below skips over the whole conversational run-
around you need to go through before asking the right person the right
question. It also assumes you want to get through the game extra quick.
5-1-1-1. VERY QUICK START
NOTE: A lot of the character choice is personal preference.
I'd recommend starting with a mage, as for final difficult battles it
can't hurt to have an extra spellcaster, and early on you'll need to
cure and heal a lot. Because you're the Avatar, you have better
statistics than the players that join you, so the initial lack of
strength won't be a problem. To be a mage, you can just answer the first
choice of all the decisions in the pre-game, A.
Finding the right weapons at first will help all the experience come
later, although hand-to-hand ones should work well for starters. Slings
for a small party are overrated as if monsters close then they interfere
with them, and people in the back can't attack bad guys for a while. For
the big one you'll have to wait a few days for favorable moongates, so
first you might want to go ask Lord Michael in Empath Abbey about the
GRAPPLE. It's pretty much northwest of Iolo's hut. Directions to Lord
Michael inside Empath Abbey: enter the courtyard, take the east door,
climb, go north. He's there in the daytime, usually. Along the way you
may wish to pick up spare torches, which unlike food on tables--or even
in Iolo's hut--don't cost virtue(ctrl-K to check) and can come in handy
if you're stuck outside at night or in dungeons. Gotta get what freebies
you can.
Note that the grapple doesn't work on the sharp peaks--only the small
ones. When you peer at a gem to view the surrounding area it's also
obvious which peaks are impassable--they're the black squares. Often
there'll be a maze of small and high peaks to navigate, and you'll take
random damage from falls in any case.
You should be able to see a road once you get out of the forest. The
Abbey is on the west side of that. If you're lucky you can get there in
the early afternoon and then you'll be able to get Lord Michael that
day. If not you can always wait a bit and even hole up and camp to heal
Shamino.
Now here's where it gets dicey. Each Shadowlord while he's still alive
randomly attacks one of the eight cities. So you'll see 'an air of
cowardice/hatred/falsehood surrounds thee' when you enter, and there's
nothing to do about that for the day. Even people you want to talk to
may be nasty to you, so you'll have to work around that or just wait it
out. This changes randomly each day, and I think that you can save at
11:30 PM and then see what happens and reboot if you REALLY need to get
somewhere.
Once you've gotten the grapple, you can head on down the road to Yew,
although you may also want to look around Lord Michael's sitting room
for Julia, who is a good person to pick up early on, although you will
be returning to Yew when you have enough gold for magic axes, so you can
pick her up later on a detour. I'll reenforce that you'll want to have
healed Shamino somehow since you'll probably see some fights on the way
and you'll have to go through fire, which causes damage. Enter Yew and
once past the gates you'll want to take a hard left when you see the
shop signs to avoid the guard and the fee(the sign to the right is
amusing if you can get to read it.) South of the weapons shop is a
living area. Enter the fireplace behind it to find stairs down. Go
north, east and south at the first turn. Behind the door, you should
find Jaana, if this well meaning but annoying guy isn't blocking your
way(retreat north/west and let him pass.) She'll be a good companion;
ask her to join. Then you can go north and all the way east to the
stairs. Search to the south; note that the wall has a chink in it. There
will be a lot of those as you progress through the game.
The wall to the south isn't necessary to look to, but if you do enter
there, be sure you have a spare key(you start with a few, and they are
plentiful in combat) and save before entering. You'll have a couple of
fights with rats, but in the barrel behind you will find a silver sword.
This is a useful weapon even if you just sell it later. Now go back the
way you came to leave Yew, unless you want to see the other side of the
jail, where you can buy a few keys at 10 AM and 10 PM.
You can get to Britain pretty easily. Straight south, and now there's
a chance for a detour. At the first hill directly south, go east. Be
sure no-one is dangerously close to death(20 or fewer hit points) as
your characters will fall a bit based on dexterity and random factors.
Use the grapple to climb up the mountains, and two east and south, you
should see a hidden valley in the mountain range. Search that square.
You'll find a glass sword.
Now these are useful things--automatic kills, but they break
afterwards. And there's a neat trick--if there are none in the
inventory, you get another one. So have someone ready a glass sword and
search again. Ready, and again, until everyone has a glass sword and
there's one in the inventory. Then switch weapons back 'as you were,'
then. Save the swords for dragons and the like, but now north and west
and back to our regularly scheduled adventuring.
Continue south, and go east at the pass between two mountains, and
south when you see brush ahead. Tend to the east as you see brush below,
and you'll wind up near Britain. If you've made it in the daytime, then
you'll want to enter and pick up Gwenno(watch for the guards again! I
mean, Iolo already picked her up already--err, ask her to join.) She's
in the weapons shop to the left and down and will drop hints for you to
ask her to join. She's worth it. If you can get past the guard, dump off
Shamino at the inn once you've taken his items, too. They're worth
selling.
You may have some spare time for fighting; the best way to fight is to
sit on a bridge and hit [escape] a lot. Bridge trolls will eventually
see you and catch you 'trying to cross.' Don't pay the fee. Fight them
off but be sure to save frequently after wins. Often you'll just have
one troll to fight, but if several come along it can be tough.
The first moongate I'd take is the one to Minoc after a day or two--if
you miss it, it's a rather long trek northeast to get there, but if you
get lost, it may be worth buying a skiff with the proceeds from combat
to do so(east from Britain around the coast, watch for rough seas, Minoc
is on the north coast.) There you'll find a tree in the northwest
corner that holds skull keys. You can get five of them a day, and the
beauty of this set-up is that Minoc is not locked at night. So you can
enter around 11 PM, search, get keys, exit, re-enter, and get five more.
I was able to complete the game comfortably with 30, but whenever you go
up that way you may want to pick a few freebies off. Minoc also has a
free healer which will help you as you may be stuck there a while
waiting for the moon phase to change favorably. Now if you're bored in
Minoc waiting for the moon phase to change back(6th or 2nd are the ones
to wait for--6 leads to Trinsic, which has a road leading back to
Britain) you can detour to your first shrine as you may not be ready for
dungeons and the underworld yet(take a skiff around the coast.) Head
south of the mountain range and then east to the desert. The Shrine of
Sacrifice will be there; say 'SACRIFICE' and then 'CAH' 3 times to get
your first quest. Return and enter the moongate when necessary--you can
also use your skiff if you have it to go back.
You may be able to get back to Britain now. If so, then I recommend
you go to Lord British's Castle. You have a couple of things to do here.
You may wish to start off easy with East Brittany--it's the one to the
right of Lord British's Castle. Go straight north as you enter. You'll
run into the shipwright's building. The entrance is to the west. The
room you want is in the east--go north at the east wall, unlock the
(nonmagic) doors, and search all the dressers. The second from the right
has the plans for the HMS Cape. Use them on any ship you get, and you
will go at double speed vs. your enemies. This is INCREDIBLY convenient
and saves a lot of anguish.
OK, that wasn't so bad, but the next part is awkward and requires a
skull key. It's worth it, though; you'll find two items in one small
room. You'll need to find a way onto the roof of Lord British's castle.
Hang around on the perimeters of the castle; the towers generally have
stairs leading up and down. Lord British's Castle may be an intimidating
place at first since it has five levels, but two aren't relevant for
solving the game, fortunately--Blackthorn's is even more mazy with its
stairs up and down, and more of its levels are important!
Go north through the hall, west through the door, and south to the
tower which you can unlock with a regular key. There are two pretty easy
stairs up to find. Now for the tough part--circling the perimeter until
the guard is away. You'll want to go right and see if you can go up, but
if the guard catches you he may give you a warning. Respond "No" and
then "Yes" if he keeps bugging you. He may start to follow you a bit
after this, which is dangerous because if you're caught twice you'll
either be arrested or attacked, so just climb down and up some stairs if
that happens.
He should eventually get caught up, and if so you can do a 360 around
the edges and sneak in north to the center. That's Lord British's room,
where you want to go. Also, if some guy Saduj who claims to be a
gardener is lying around in wait, you may be out of luck for a bit. He
may even ask to join you, but don't let him. He's probably another nasty
obstacle. It may help to climb down the stairs, wait a bit, and go back
up if the guard is uncooperative in moving away--or Saduj, who is Judas
spelled backwards, hangs out for too long. Not only does he destroy a
critical item you have but he can also hold you up long enough for a
guard to find you.
Moving clockwise/counterclockwise should eventually yield results and
a way in to Lord British's room. You'll need to Use a Skull Key for this
one. The door will get all magically glowing and turn into a regular
door. Open it, go north, and Get-North. This gets you the magic carpet,
which is incredibly valuable for transportation. But you're not done
yet. Take a seat next to the harpsichord, on the chair. What to play? I
was amused the first time I played through this when a friend told me
he'd played 'Mary Had a Little Lamb' on the harpsichord. I did the same
for my first performance. But there's a more slammin' song to play.
It'll shake the walls-literally. 'Stones,' from the manual, goes like
this:
6789878767653
If it goes right the wall northwest of the clock will shake. If not,
leave the chair, sit down, and pound the ivories again. The corridor
opened up reveals a sandalwood box--get the box. Leaving should be less
of a problem--I don't recommend going up as it may cost another skull
key, but there's nothing wrong with searching the bookcases for potions.
Moonglow will probably be the next place where you will gate, and in
fact if you have a skiff or the magic carpet you may want to explore the
north part of the isle first. If you wish to take a maiden voyage with
your magic carpet, remember to avoid rough seas. Stay along the coast
and eventually there will be shallow water turning south. With the
carpet you don't have to worry about the exact movements of the skiff,
having to avoid any suggestion of land.
On the north coast of the continent, there's a sort of river heading
south in the east part. It in fact splits the continent from an island
containing the shrine of honesty. Go through the river and down south to
the Isle of Honesty--you should see the Lycaeum in the northwest. Get
Mariah to join you. She's at the healer's(north to the stairs, then
east--she's in a chair) but in worse shape than Shamino--2 out of 90 hit
points. Have 50 gold(there's a troll bridge nearby to pump this up) or a
few MANI spells ready before getting her to join.
Jhelom is the place you want to go next, but with the moons as they
are at the start it will take forever to get there. The rough seas
preclude using a skiff or carpet as well. Don't worry about saving up
for a boat; instead, in the meantime, the best way to gain experience is
by fighting on bridges. Trolls are relatively easy to beat and hold
good treasure. If you know any words of power then maybe you can go to
Minoc and rack up skull keys while exploring the underworld. Anyway,
remember always to have either plenty of An Nox and Mani spells mixed.
An Sanct may be cheaper than either of these, but not all chests are
booby trapped.
Once you can get to Jhelom(4-13-139 is the best date I can get for
this,) there is a magic axe in a tree stump in a secluded part of town.
It is not easy to get to, though, but it is worth the time. The process
is as follows: first, wait for the gates to open. Enter Jhelom, and take
a left past the signs. Unlock one of the two doors you see; you need a
regular key for these. Climb up the stairs. Go north, down the automatic
stairs and up the next, until you are in the northwest tower. Then go
east to the northeast tower. Climb down the ladder with K(limb) and then
go east, push barrel east, push barrel north twice. Now search the east
wall, and jimmy lock the hidden door that appears. Go through it and go
south. There'll be a tree stump to the west; search it and get the
weapon, which is a MAGIC AXE. The Magic Axe is so great because its
range is the entire combat field, it only requires one hand(unlike the
limited sling,) it has infinite uses, and it's rather damaging. I
recommend giving it to your Avatar, as monsters cannot your throwing it.
Also if the game lasts longer than six months a new Magic Axe should
appear in a tree stump. That is the way with anything you steal/kill.
It'll reappear and in fact I've gotten a few magic carpets this way.
You'll want to get off Jhelom's isle ASAP--it may be a good base of
operations later but for now you've gotten the big thing. Gateing to
Skara Brae is not so bad provided you have transportation as it's pretty
close to Yew/Empath Abbey, where you may need to go back. If you have an
IN POR spell(you can buy reagents in Skara Brae) or the magic carpet
you're not stuck on there.
So in summary, here's what I'd do in rough order(don't feel you have
to emulate this order perfectly or get it done in a week:)
1. get the Grapple from Lord Michael in Empath Abbey(ask him for
GRAPPLE.)
2. get Julia from Empath Abbey.
3. get Jaana from under Yew.
4. get a bunch of glass swords(the most optional of these.)
5. drop off Shamino in Britain and pick up Gwenno
6. moongate to Minoc and get some keys. Stop at the Shrine of Sacrifice
if you'd like.
7. enter Lord British's Castle and get the Magic Carpet and Sandalwood
Box in his private chambers.
8. enter East Brittany and get the plans for the HMS Cape.
9. get to Isle of Honesty(Moonglow) and see the Lycaeum. Get Mariah. Get
reagents from Moonglow.
10. moongate to Jhelom. Find the Magic Axe. Leave.
11. get ready to make gold to buy more magic axes.
You've done all you can, game-wise, without getting your boat. Well,
there's one more thing you can do(get the Scepter,) but it's just not
easy at all, so we'll pass for now.
OK, so this wasn't so VERY quick, but hopefully I've highlighted what
you need to do right away. Don't worry if you miss some moongates;
Felucca(left moon) cycles every week, and Trammel cycles every month.
Keep in mind that the game took me well over one year of game time the
first time I played it. Getting this much done in a week is an
accomplishment.
5-1-1-2. I LOVE THE NIGHT LIFE: GETTING IN AND OUT OF TOWNS
AFTER DARK
Occasionally you'll get stuck in a town at just the wrong time.
Castles aren't like this, or they may have one gate that you can get
around with secret walls anyway.
With some towns you'll seem stuck. What to do?
MOONGLOW does not have gates.
BRITAIN has no gates and there's no problem to get in/out after dark.
JHELOM can't be entered after dark, but you can leave by going to the
SW tower, N to the NW, E to the NE, and pushing barrels to get into the
NW corner. The door to the east leads outside.
YEW has an exit in the northwest of the graveyard(north center) that
leads out of town. You can't enter secretly after dark.
MINOC is open at all hours. Get in before midnight and you can get a
double-dip of skull keys.
TRINSIC is fun to get in and out of after dark. There's a secret door
to the right of the gates. Open it(regular key) and push a barrel right
twelve times. Climb up the stairs to the east. Go north. Turn west when
you can. Go through the door and then the fireplace(oww.) Leave the room
and go to the north. Down the stairs and out the door puts you in
Trinsic.
If you are trying to leave Trinsic, then simply follow the faint
path north of the streetlights--there's a door to the east at the path
end.
SKARA BRAE has a moat blocking it, but you can get over it if and only
if you have a magic carpet.
NEW MAGINCIA is pretty much open all the time.
5-1-1-3. THE PLACES YOU'LL GO ON YOUR MAGIC CARPET!
You don't need to splash on a skiff, and in fact once you have a magic
carpet it's a lot easier to use. No worrying about where land is or that
sort of thing. You still have to worry about rough seas, and after a bit
of practice you can probably discern the animated rough seas icon from
the shallow water icon. Unfortunately you don't save time flying on the
magic carpet--you're still slowed down by swamp, brush, forest or hills
despite flying above them. So if you're going over forest terrain you
may want to look for a river to fly over--rivers don't slow you down.
You also don't need to worry about winds or about turning the carpet,
and you can fly over land and water alike. The only thing the carpet
can't do is fly over rough seas without the regular damage(4 per person
per move, about) or fly over mountains(use the grapple for that.)
However, its best virtue is that you seem to move TWICE as fast as
monsters. This is handy if you're either weakened or you just can't be
bothered or you want to fight one group of monsters(orcs, say) and not
the other(ettins.)
The magic carpet also leaves you immune to poison from the marshes.
Just remember to pick it up before you decide to enter somewhere--it's
ok to IN POR or VAS REL POR on it, and it'll appear in Lord British's
after six months, but you don't want to be outright sloppy.
So where can you go? Skara Brae's a lot more accessible with it. Just
get on the carpet and--woop--no worries about having to travel halfway
around the continent. You can even get all the way from Serpants Hold to
the Isle of Honesty with a clockwise sweep. You don't need a ship to go
among any of the six mainland cities(excluding Jhelom and New Magincia.)
But when in doubt, go slow, and follow the coast.
It would seem possible to island-hop with the magic carpet later on,
i.e. taking the 'rough seas' damage as you jump across it on your
carpet, but you should have a ship by the later stages anyway. Still,
once you're in shallow water the carpet is a bit better than the skiff.
In general the magic carpet can save you a bit of time with little
loss if you navigate well between water and land on it.
5-1-1-4. MANEUVERING YOUR FRIGATE AND SKIFF
It's possible to make very quick progress with the frigate, but I find
that it's really better just to row. The downside, the ship breaking up,
is just too great, and having the wind change on you is an annoyance--
might as well just hold down a key in the direction you're going. With
the plans of the HMS Cape you can still out-row pretty much any
adversaries.
In shallow water the skiff is much easier to navigate than the
frigate. It can pass through the reefs the frigate can't and also
doesn't need a move to turn it. But you may want to exit it and use the
carpet once hear land anywhere.
Frigates are lethal with cannon shot to anything but other pirate
ships. Animal enemies go down after one shot. Just be sure to have a
torch lit at night--they tend to align horizontally or vertically with
you, making them easy pickings.
I find myself replacing my frigate after every pirate encounter just
to have the maximum hull strength.
5-1-1-5. FAVORABLE COMBATS AND GETTING THROUGH THEM QUICKLY
Early on you'll want to fight against monsters that can't strike back
easily. Once one character gets a magic axe, things get much easier. In
fact with your avatar gaining a magic axe you may wish to get rid of
everyone else but Jaana(for spellcasting purposes--she is passable with
a sling but try for a bow/magic bow) and then go out and beat up a bunch
of orcs and skeletons and whatever easy monsters you can find.
Trolls are much easier once you have the axe. You don't have to wait
for them to close.
The very best monsters to face are sharks, though. They will stay in
the water, and if you have a missile weapon, you don't even have to let
them touch you. And they give good experience.
Also you'll note that if you hole up and camp you may face either bats
or slime. Slime is a lot of fun. Low risk and not too fast. Other
monsters are nasty, and in fact before resting a bunch of times to get
Lord British to appear you may want to save as several ambushes in a row
can be painful. BTW you should always leave someone on watch while
camping out--if Lord British appears you'll get healed anyway, and
someone should be relatively close to maximum hit points.
Speaking of holing up and camping, always do so immediately after
gaining a level--but not before saving. Lord British drops by randomly
and if you get killed and have still passed a level, you get the extra
hit points but not the extra attribute point.
Ultima V also isn't too harsh if you flee every once in a while, so
don't rule that out against dragons early on. But also don't rule out
hitting them with glass swords. The treasure should be worth it even
with experienced players.
5-1-1-6. DEATH
Death is not the worst thing in the world(that's getting a character
wiped at Blackthorn's,) but it has its drawbacks. Each time your party
gets killed, everyone loses 50 experience points. This adds a bit of
potential for raising statistics(i.e. if at 213 you drop to 163 and lose
no statistics, and when you get back up you'll get +1 to
strength/dexterity/intelligence) but with so few hit points that can
make a small margin of error. That is really inching up.
Suicide trips to pick up special items also have their good points. If
you're just too lazy, and your characters are good enough, why not step
in a swamp and get everyone nice and poisoned? Plus, you don't lose
items when you die("O death, where is thy victory? O grave, where is
they sting?") so if you've just looted a tough dungeon and have money to
buy goodies, it's well worth the loss of experience. Be sure if you're
in the underworld that you take your carpet with you before dying, or if
you are on a boat, you may wish to save more frequently(you can't take
it ALL with you, you see.)
Continually holing up and camping can stave off death. Poisoned
characters can't regenerate, but Lord British does heal everyone not
dead. So if you need to get somewhere but are poisoned and out of AN NOX
spells, or even starving, just camp a while.
Death is inconvenient and possibly debilitating early on, but it's
only really bad when you get a ship stranded.
5-1-1-7. THE MIDDLE GAME
After you've gotten a good start, the question is what to do next? I
think getting the axes(7000 gold total) should be the highest priority.
But once you do you can probably blaze through the easier dungeons, get
gold from various monsters, and but magic armor and shields. I used
spiked stuff for a while, but the nuisance from using it soon got to be
too much, so I just stuck with going for magic armor, magic shield,
magic axe and an iron helm. Later on you can pick up mystic armor from
below the Codex and Hythloth, so save the armor for last.
Your party after the start should be:
Avatar
Mariah
Jaana
Gwenno
Iolo
Julia
Once you plan to go below Despise, you may want to leave Julia at an
inn because Johne is slightly better.
You shouldn't have much to spend except for the occasional reagents
which you'll want to stock up on. Again you can only but them a few at a
time so it's a bit annoying.
Use roads frequently to shake off monsters and get to critical areas.
I recommend finding a guild(Buccaneers' Den) to buy a lot of gems. If
you really feel obnoxious you can map out a dungeon/underworld with gems
and reset the game without saving before plowing through it more easily
the next time. Or you can just use my handy maps posted at GameFAQs!
5-1-2. WORDS OF POWER, MANTRAS, AND HOW TO GET THEM
You can skip most of this if you just want to know the words. I wanted
to put in the whole chain of reasoning to get to them, so you can sift
through the details or just enter them quickly as you please. You don't
have to talk to the people to be able to use the word. You can even
cheat by asking about MANTRA and WORD and POWER to everyone you meet,
but often you'll have to go through a few people and often have them as
'references.'
The words of power are probably the tougher to figure out. Because
they're blocking the dungeons up, the Great Council, who made the words
to close the dungeons, isn't too keen on releasing them. You probably
have to hook up with the Resistance.
--for Deceit, you talk to Malik in Moonglow and he tells you his mother
Malifora knows strange chants. Ask her about the word to get FALLAX.
--for Despise, you talk to Annon in Britain to get VILIS.
--for Destard, you talk to Zachariah in Britain, who tells you about
Goeth in Jhelom. You have to ask him for the DROW since he says
everything backwards. AIPONI is the answer he gives you; backwards,
that's INOPIA.
--for Wrong, you talk to Terrence in Britain who tells you to talk to
Chamfort about joining the Resistance. Once you get the password(DAWN)
you just ask Felespar in Yew for WORD and then say DAWN to get the word.
It is MALUM.
--for Covetous, you talk to Rew in East Brittany. Her mother Fiona is in
Minoc, and with the Resistance, so you'll need to give the password
again to get AVIDUS.
--for Shame, Woolfe in Trinsic tells you of Sindar the sleepwalking
mage, who blurts out INFAMA.
--for IGNAVUS, Kaiko in New Magincia tells you of Hassad. Hassad is in
Blackthorn's dungeon. You'll need Kaiko as a reference(WORD; KAIKO) to
get the next word, IGNAVUS.
--for Doom, the final dungeon, you need to visit all eight shrines and
get the Codex Quest for each one. Then you are told to say VERAMOCOR at
the final dungeon.
To get mantras, you ask for MANTRA unless noted otherwise below.
--for Honesty, Malifora again has the information. AHM.
--for Compassion, Greyson, in the inn, tells you about it if you ask for
the MANTRA, say BRITISH is the rightful ruler, and say you want
COMPASSION's mantra. You'll find it's MU.
--for Valor, Trian tells you of Thorne, who tells you RA is the mantra
of Valor. (BRITISH is who you serve. WORD or MANTRA to ask him.)
--for Justice, give Jeremy money. Then ask for information. He'll tell
you Chamfort knows the mantra. He does, but first you'll have to give
DAWN, the reistance password, to find the word BEH.
--for Sacrifice, Rew's(E Brittany) song gives the word CAH.
--for Honor, Gruman tells you the mantra straight out: SUMM.
--for Spirituality, Saul tells you of Kindor. Ask Kindor about SHRINE
and say Y to his question. Then he tells you the mantra is OM.
--for Humility, Shirita tells you of a wise old man who knows of
humility. That man is Wartow. He asks you a series of questions if you
ask him about WISDOM.
Who dost thou serve? BRITISH
Dost thou hate the evil tyrant Blackthorn? N
Doth the evil and hatred within him make thee better than he? N
Art thou proud of this fact? N
Dost thou need the Mantra of Humility? Y
Then you find the mantra of humility is LUM.
5-1-3. MOONGATE MANIPULATION
If you manage to make your way to Magincia via boat, search the area
north of it--somewhere a moonstone will turn up. Get it, and you may be
able to place it somewhere rather nice, such as Blackthorn's Castle or
even the Isle of the Avatar. Alas you can't place anything too close to
the shrine of the Codex(which would make a lot of later stuff very easy
indeed,) but you could perhaps at a later stage place something just
north of the Shrine of Humility and leave a coracle near there. With the
gate travel spell or some patience you could then find the Isle of the
Avatar without any worrisome sea travel. Overall though there are more
efficient ways to cut through the game than moongate manipulation. But
it is fun to mess with nature in a way!
5-1-4. SHRINE QUESTS
If done in the right order, the shrine quests can fall pretty easily.
The formula is pretty easy: visit a shrine, see the codex, visit the
shrine again for your reward. You'll need a boat here to get going, and
for starters I recommend Jhelom as a base of operations for starting the
quests; it has a place you can buy a boat if you haven't gotten one,
anyway. The Isle of the Avatar, where the Codex is, is north of the Isle
of Honesty and also of Windmere, the forbidding castle that favors the
Oppression. The entrance to the Codex is in the south part of the isle.
I recommend quitting and saving frequently here--after you get a quest,
after you visit the codex, and after you return to the shrine. For some
reason, the whole thing reminds me of the bit in Narnia(Voyage of the
Dawn Treader) where Reepicheep gets in his coracle as he's about to go
to the End of the World.
You may already have gotten the quest from the Shrine of Sacrifice,
but if not it is not a bad one to start out with. Go south to Windmere
and then go southwest until in shallow water. Use the skiff or magic
carpet to go southwest onto the land where you should see the Shrine of
Sacrifice. Enter it, say 'CAH' three times(always use three cycles,) and
then go northeast to your boat and then north. Follow the river on the
south bank as it winds north. Then go past the guardians and enter the
hut with the Codex. You'll get a blurb, and once you return to the
Shrine of Sacrifice you'll get a 'WELL DONE' and +1 intelligence, +1
dexterity for your Avatar. This is the only way outside of gaining
levels to gain attributes. If a virtue has love in it, you get +1
dexterity for completing its quest. For courage, +1 strength. Truth, +1
intelligence.
I think the Apple also gives you 100 experience for your Avatar on
solving a shrine quest, but the PC version doesn't. You do however get 3
karma points.
At some point in all this you may get bored and may want variety. In
that case see the section below on Lord British's Crown. Since it's so
conveniently close to the Isle of the Avatar you might as well be done
with it.
So...one down, seven to go. You can now head directly south to the
island north of the Isle of Truth. Due south of the center of Windmere
is the Shrine of Honesty. Again combine frigate travel with the skiff
and carpet. Light a torch at night to make sure you don't miss it. AHM 3
times, get the quest, return to the Isle of the Codex, and go back to
the shrine. Cha-ching, +1 intelligence. Intelligence is nice because it
lowers the price you must pay for stuff.
Now let's go for the one that gives no attributes, humility. Well,
it's the easiest one, so maybe it shouldn't. Row your skiff around the
island counterclockwise and watch for monsters--maneuver towards land so
you can X-it the skiff if they get next to you as it can get annoying to
be 'attacked' without going into combat. Hit points are at a premium on
the water.
Once you get safely to the north side of the Isle, there'll be a huge
inlet. Go down it and explore the non-hilly area. To the south there'll
be a range of hills. Go into them where you'll see the shrine. LUM is
the mantra. Circle clockwise to the Codex, then counterclockwise to the
shrine, then clockwise back to your ship.
Now there will be some back-and-forthing to Jhelom. You'll want to go
midway up the right side of the Isle of the Avatar and then go east. You
should run into the Valorian isles again. Go west and clockwise to get
back to the codex. Here's the schedule:
1. on Valorian isles, meditate at the Shrine of Valor(RA) and go to
the Codex to get the reading. Return. +1 strength.
2. Wait for 11:45 or so to enter the moongate(use your pocket watch
and save around 11:30 or so. You want to hit the moongate at midnight.
Just after it, and you're likely teleported somewhere else completely
with no easy way back to your ship at Jhelom.)
3. In the shrine of Spirituality say OM 3 times. Go back to the isle
of the Codex, return, wait for just before midnight again, step in the
moongate, and get your reward after more meditation. +1 to all three
virtues.
Now straight east from Jhelom and then a little north in your skiff
along the coast of Britannia will get you to the Shrine of Honor(SUMM.)
South about twenty or so squares. Circle south around the small island
if you see it and then go west. You'll get to the Isle of the Codex soon
enough. Enter the hut of the Codex, go back east, and go north a bit </pre><pre id="faqspan-2">
after the forest isle has gone off the screen to get back to the Shrine
of Honor.
By a happy accident, now, the Shrine of Justice is virtually just
south of the Shrine of Honor, perhaps a bit to the west. You should
enter it from the north(avoid the swamps that way, too) and then go
north. Turn west at the island, enter the hut, go east, then south. Yay!
Now there's only the Shrine of Compassion left, and it's so far inland
that it's tough to suggest an easy way to get it.
The Shrine of Compassion is basically at the end of a tributary south
of Lock Lake. It's changed from where it was in Ultima IV for the less
accessible, but with the Magic Carpet things should work out OK, still.
You'll want to go in a southeasterly direction from the Shrine of
Justice. Or if you like you can head east(not quite along the coast--
after it drops to the south, keep going easterly avoiding the rough
seas, new coast will pop up) and then, when you are just east of the
entrance to Wrong, head straight south. You'll see Lock Lake and may
need to round some rough seas, but at the south part there will be a
river that forks to the right(Cove) and left(shrine of Compassion.)
Enter the shrine(MU) and retrack(north to the coast, then west.) Get in
the boat and repeat your steps for the Shrine of Justice until you
return to that shrine. Then retrace your steps to the Shrine of
Compassion and you are now in the area of another important item. If you
want to take it, check section 5-1-5-2 for the Scepter.
Otherwise, come back to the ship. Congratulations. This is probably
easier than taking a boating trip without crossing the unofficial world
boundaries(i.e. west and north and then still having to fool around,)
but even that is relative.
After completing the shrine quests, you can do one again, and if you
donate afterwards you get your party healed.
5-1-5. THE THREE JEWELS OF LORD BRITISH
5-1-5-1. THE CROWN
Now these are rather fun to get. In order of difficulty I would say
the crown is the easiest, then the scepter(lots relies on chance here,)
and then the amulet.
You'll want to avoid guards at all cost here. If captured you will
have a companion PERMANENTLY erased from the party. I recommend saving
VERY frequently, especially after you pass a couple of guard NPC's. You
don't want to get trapped, and you don't want to have to start over from
too far back.
For the crown, head west of the Isle of the Avatar as you exit from
the Codex. Blackthorn's isle should come into view, with the big castle
with the scary entrance. Go through that scary entrance and immediately
use the magic carpet. It'll help you to go a lot faster. The way to
avoid the guards is simply to outrun them. Sometimes you may need to go
next to them, but remember: they only move on every other move you make.
That means that sometimes it may pay to wait so that they move and you
can run right by them. For instance, if a guard is one up and to the
right of you, it may be better to wait if he didn't move the last turn.
Then whichever way he moves, you can move perpendicular.
Your first object is to get to the stairs pretty much directly north
of the entrance. Climb them to level two.
Two north, two east, south, find door. Unlock it and climb to level
three.
Search north, unlock, and head north to the stairs(you'll have to
detour around the magic ball a bit here.) Congratulations. You're on the
rooftop. Now circle to the south and go to the room in the center. Use a
skull key on it, open the door, and get the crown. Be sure you're still
on the carpet and then fly straight down. Those gargoyles are chasing
you with intent to attack, and they're nasty to fight as they split up
and multiply(although potentially good experience.) But you should have
the choice to flee.
Get back to the north stairs now and climb down. Go south to find the
secret door south again. Unlock it and climb down.
Now there's a secret door to search for to the north. Unlock that
door, go two north, and climb down.
Hope you're still on the carpet--or you notice the fire pit trap. The
doors ahead require a normal key, and you should be able to exit them
just fine even if there's a moat by them(that magic carpet sure is
handy.)
5-1-5-2. THE SCEPTER
It's a bit easier to do this AFTER you've killed the shadowlords, but
on the other hand finding the Scepter helps you get the items to kill
them(the alternative is to have a bunch of AN GRAV spells handy when you
go into the underworld.)
Now this can be plenty fun with a crowd of Shadowlords. You'll need
the grapple to get in here. You'll also need a keen eye for a map, and
you'll need a few skull keys. Stonegate, the keep to enter, is in a bit
of an obscure place. Go north from the east edge of Lock Lake and follow
the coast east and south, or from Minoc go straight south down the coast
to the inlet. From here you'll see a mountain you can climb to the
south. Seven south and west will get you to the brink of a castle. Use
the carpet, SAVE THE GAME, and enter.
The Shadowlords will just be minding their own business in the towers
until you provoke them. There are also bats all around. You might want
to get the bats out of the way first and maybe get some cheap risk-free
easy experience(let them attack you,) as when you are attacked by a
monster the odd door in the center gets locked again, which wastes a
skull key for you. You'll probably need to waste a key to get by the
demon, so be warned.
Talk to the demon after you've used the skull key. He'll offer you a
puzzle; it's been done before, in Zork II, in fact. But this time it
won't get you stuck early in the game. The answer is "WELL." He'll try
to attack you anyway; get that out of the way. With him gone you'll have
three folks chasing you instead of four.
Now I forgot to check whether you can circle down and back up after
the Shadowlords chase you, but it's worth a try especially if you have
the bats out of the way--they leave the building, you goad them into a
corner, you walk in and pick up the sceptre.
If not, and they simply go back to their towers where they stayed
until you disturbed them by approaching the sceptre, you have a merry
chase on your hands. I've tried it several times, and it's usually
worked out OK, but do save your game just to make sure. There's some
chance involved.
The route one method works OK too. Go north. The shadowlords will sort
of run towards you. Be sure you're on the carpet and remember you move
twice to their once. Remember which off-move they move on if you have to
move by them, and beware that they can walk through walls you can't. It
shouldn't be too tough to get the scepter(notice the fire pits around
it) but getting out is another matter. The Shadowlords may block the
entry and you may have to shuffle left/right a bunch until it opens up.
Just remember: try to position yourself so they can't corner you, and
also don't be scared to 'pass' one of your two moves if it may sucker
the shadowlord further from the opening. Run back through the opening
and you should be scot free from there.
5-1-5-3. THE AMULET
This blends in with the next section a bit, but as there's another way
into the underworld besides dungeons, I think we can deal with it safely
here. If your avatar is level eight, it is a big help for getting back
safely alive, as you can cast VAS REL POR and get out of that mess, but
otherwise be sure to know the consequences of death. You keep all items,
gold and food(unless you were close to starving or broke, then you get a
pittance,) but everyone loses fifty experience points. This might
actually be good if one character just got a level and want another
attribute point for him at only a temporary cost.
There's a way to bypass Destard completely--in the game package
there's a reference to a waterfall that leads down to the underworld.
It's below the second river system east of Skara Brae. Take the Magic
Carpet and drop through the waterfall and if you take the right branches
then you'll have a lot less longer trip than Lord British's troops did.
Keep on the Magic Carpet; you'll be able to outrun a lot of monsters
this way.
1st junction D/R: go down.
2nd junction D/L: go left.
3rd junction U/D: go down. Eventually you'll get to a big lake. Circle
clockwise around it and at the south tip go southeast at the SE/SW
junction.
At the first swampland squares you see start going directly east over
it--the Magic Carpet resists poison, yay! On the other end of the swamp
you should see a hilly path breaking in the mountains to the east. Take
it. There'll be a small opening, then another narrow path to the east.
It'll widen into the final burial ground of the heroes. But who cares
about them? You're here for the amulet!
Now if you don't have an easy way back up(dungeon or otherwise) just
gather up the carpet and walk on the swamp until you're good and
poisoned and you'll get killed--and kicked back to Lord British's castle
for free--soon enough. Otherwise cast VAS REL POR to your favorite
moongate phase(1 is Moonglow, 8 New Magincia) or go back up
Destard(bleah, that'll take a while.) For the purposes of this
walkthrough, phase 1 will work quite well. If you've got VAS REL POR
then you can probably skip 5-1-6.
5-1-6. DUNGEONS AND WHEN AND HOW TO KAMIKAZE
In order to get to the underworld you'll probably need to enter
dungeons. With a minor exception, each dungeon corresponds to a certain
portion of the underworld, which is 256x256 like the world above but a
bit harder to get around, and you can't blink between any two separate
portions as far as I know. There are two underworld portions you can
enter by other ways: Deceit, if you get sucked in by a whirlpool, and
Destard, where you can fall down the right waterfall. In addition the
underworld is the same for Shame and Wrong. You only need to get through
one.
5-1-6-1. WHAT'S UNDER WHICH DUNGEON
Deceit: Shard of Falsehood
Despise: Ararat(get Johne to join you)
Destard: Lord British's Amulet
Wrong, Covetous: Shard of Falsehood
Shame: passage to Doom
Hythloth: Shard of Cowardice, Mystic Armor/Arms
Doom: already in underworld, leads to endgame
5-1-6-2. GETTING THROUGH
This section is really optional, as I'll detail the dungeons you need
to get through later. However if you wish to replace Julia with Johne,
then read below for Despise. Have the magic carpet--and an open party
space--before navigating.
5-1-6-2-1. IMPORTANT DUNGEONS, AND DUNGEONS IN GENERAL
One of Wrong and Covetous is necessary to get through, and Hythloth,
Deceit and Shame are also necessary. Despise and Destard aren't
necessary. I'll chronicle the important dungeons in more detail later.
5-1-6-2-2. DESPISE
Enter Despise north of the Serpent's Spine. North of Britain there is
a pass. Enter it and hook east and south. You'll spiral in to a hidden
area. Yell "VILIS" south of the dungeon entrance then go in.
Despise is a bit of an odd dungeon in that it doesn't have any rooms.
So you can concentrate on the maze.
Level 1: 2S, 2W, D
Level 2: 4W 2N 2W 2S D
Level 3: 4S 2W 2S 2W D
Level 4: 2W 2S 2E 2S 2W D
Level 5: 6W 2S 2W D
Level 6: 2W 2S 2E D
Level 7: 2E 2S 2W D
Level 8: 2E 2N 4W 4S 2E 2S D
Now you are in the Underworld. What you need to do here is to use your
magic carpet. Go west and follow the stream northwest, watching for a
past west from there. It goes to the southeast shore of a lake. In the
center is Ararat. Johne is behind the door to the right. Listen to his
story and then get him to join you.
Leaving to the surface by conventional means is not too bad here. The
ways up aren't as hidden from you and there aren't as many choices for
how to go up. So you should be able to stumble back pretty quickly even
without reversing the directions above.
5-1-6-2-3. DESTARD
Destard is a cute dungeon with even a funny flaw at the end.
Level 1: 2S 2E 4S 2E 2S 2E 2S D
Level 2: 2S 4E 2S 2E D D
Level 4: 2W 2S 2W 3S into the dungeon room. Have everyone go down
through the grate(Klimb, like stairs) after you beat the trolls.
Level 5: 2S 2E D D
Level 7: Use crown. East, north into dungeon room. Leave to the north.
N W 2N into dungeon room. Defeat the slimes and go down through the
grate.
Level 8: 6S 2W 2S 2W 2S E S E S W gives the most favorable entry into
this room--and the room behind the three you can enter.
In this room you have two options: honest or dishonest. Dishonest
leads south onto a wall square. Then you go one square west and you've
snuck behind a nasty dungeon room(although you'll still have to face it
if you leave this way and not with VAS REL POR. DES POR/UUS POR don't
seem to work that well.) Honest is as follows: Shoot the brazier. Beat
up the demons. Have people go through the fire one by one, healing
beforehand when necessary.
The next room features five dragons. Bring your avatar forward and
have him cast a IN VAS GRAV CORP and have people in the back cast heal
spells on him if he gets too drained. Try to bring your 2 and 3 players
up too. There'll be a little bit of a logjam but if you're stocked up on
spells you should have resource to deal with bad luck. XEN CORP is worth
a try here. After that have everyone concentrate on one dragon at a
time. Enjoy the treasure you pick up. Head south to the underworld.
5-1-6-2-4. WRONG
Wrong is located on the north shore of Britannia. The best way to
get there is to fly northeast from Yew. It's got a mountain range to the
south and west and water around everywhere else. You can also circle
around the coast from Minoc, heading west. Yell MALUM when east of it.
Fortunately you don't have to run into too many rooms here to get to the
bottom.
Level 1: go south, enter the room, beat the trolls, climb down the
stairs.
Level 2: 6S, 2W, scepter, 3W, search pit, W, D, D
Level 4: 6S, D
Level 5: 2S 3E 2S scepter 4S W D
Level 6: Use the crown. 2W 2N D D
Level 8: Exit to the north of the room(don't worry about winning.) N.
E. Search N. Go 2 N. Use the scepter east. 2W. Have everyone drink and
heal up. Rest too if you need magic. Use the crown if it's not currently
in effect. Go east into the dungeon room. Beat the mage and demons.
There's a reaper behind the fireplace. Beat it and get all the treasure
behind there. Be sure no-one's too injured as bomb traps are ahead to
the south. The ladder to the underworld is in that corridor.
You can get close to where you need to start climbing for the Shard of
Hatred here if you go south, east at the fork, south at the fork, south
at the fork, and a bit southwest.
5-1-7. THE THREE SHARDS
5-1-7-1. FALSEHOOD
Deceit is not too hard to find. Go east from Moonglow on your magic
carpet until you see a small isle to the north(12 or so paces) and then
go all the way north. There'll be another small isle with a dungeon
that's blocked up. Use the word of power, FALLAX, one square beneath it
to enter--pick up your magic rug before you enter!
If you look at the sign after you go forward from the stairs it says
'Bottomless Pit.' Now you can elect to fall down it(Klimb: Down) if you
wish. Just be sure you're healed up before that. It's a one-way trip.
The first room features some serpents that shouldn't be too tough to
pack off. Throw a magic axe at the gem so you can cross the bridge and
get it. A good thing to do here is to use the active player extensively
after you've won a battle. Switch it frequently and when someone else
exits. Have everyone go south after you get the treasure. Then go south
again, use the crown, and enter the dungeon room to the west.
You can pretty much run by the dragons and demons you'll find here.
Losing a dungeon room battle is no big deal for your karma. Just go west
to exit from the first room and south for the second. Then heal any
damage and go south into the next room. Hm, not much going on--or is
there? Your party will be like this:
a b
cde
f
Player f will need to throw his weapon at the left wall wherever he
can. A door to the south should open and with it a monster. Set active
player to one and have your avatar win a bunch of single fights. Have
him go south and then attack each wall to the left and right. Each time
he hits the right one a new monster will come out. If he's low on hit
points then just set active player to zero and have everyone else cast
heal on him and have him attack. Eventually a passage will open to the
south, and he can get to the stairs that were guarded. Have him climb
down them to the underworld.
The underworld part is easier than the dungeon if you know what to do.
You'll need the grapple at first. Climb southwest, then go southeast to
the main path that goes SW/NE. Go southwest and then northwest when it
branches. Go northwest at the next branch into a bit of a clearing. From
the center of the west side use the grapple to get across the mountain
and continue west on the path to the water. Use the magic carpet and go
west to the center isle. Reclaim the carpet and cast VAS REL POR if you
have it, or try to work back up through the dungeon if you can. I
recommend VAS REL POR to phase 5, Minoc. You really can go right to the
next shard without bothering to heal.
5-1-7-2. HATRED
From Minoc's moongate, it may take more moves to go counterclockwise
around the coast to get to the Covetous entrance(it's only accessible
from sea) but it may take less game time due to the vast mountains the
other way. But the important thing is to get there. Yell AVIDUS and
enter. Go south and note the fountains to the side of the stairs down to
level two both heal you. Use them. Rest up if you need to recharge magic
points.
On level two you'll want to go to the left and start dropping down.
From there you should go off to the west and then down. It'll lead all
the way down to level six. From here there will be force fields to
dispell--off to the west(go four squares,) then north two , then hit the
dungeon room to the east. It may be the toughest combat but hey, you've
gotten enough breaks to get down here so quickly. Defeat the dragons and
their pals(be sure to keep the power for an IN VAS GRAV CORP for your #1
if need be) and then have someone shoot the tombstone on the top as well
as the other four. Then have them go behind there and shoot the wall way
to the west. Then you should be able to go to the east and to the room
with the stairs down to level seven.
This room is a bit nasty as when you step on the ladder a few dragons
pop out. I recommend that, after your Avatar steps on the stairs, he
cast IN VAS GRAV CORP to peg the dragons--they're just within his cone
of influence. Then have everyone else hit them as hard as they can.
Descend to the next level.
South, west, south, use scepter, south, face west, use sceptre, west,
down. Fountain of healing ahead--use it. West, south, down to
underworld.
This underworld, accessible from Wrong and Covetous, is a bit muddled
with a lot of dead ends. However the right approach can again cut down
on the hard work. Head southwest until you can't any more and the path
branches to a T, and then climb south with the grapples.
Now circle counterclockwise over a small knoll and start going
southwest. The first mountain you can climb, go right. The specific
directions to getting to the center of this mess are below.
3E 2S 2W 2S 7E 1S 3E 2S 3E 2S 1E 4S 2W 1S 2W 2N 1E 3N 2W and the shard
is in the area. It gives off a light; you can't miss it. There's no
other way in here although there are plenty of false leads.
Now if you have VAS REL POR I recommend casting it to the moongate
nearest a boat. It's back to the Isle of the Avatar.
5-1-7-3. COWARDICE
The Shard of Cowardice is the toughest of the three to figure how to
pick up. Just east of the Codex(use your boat to get there) you'll find
the entrance to Hythloth, which is a mine. There's a lot of treasure
there, but you're really only looking for the Shard, so you'll probably
wind up ignoring a lot of the treasure rooms.
The first part is pretty easy--you should climb down to level seven.
On level eight is a rather nasty room with wisps and the like, so you'll
want to go south two, west, and south two. Then climb down. Now follow
the passage north and west until you reach stairs. Climb up. Go east,
search the wall to the east, and go through and down. Then wear the
crown, go west, defeat the demons and climb down.
So you've made it to the underworld. A series of blink(IN POR) spells
can get you to where you want to be. It's possible to do all this
without climbing. You can assume that this part of the underworld is
divided into rooms that are defied by high peaks, and IN POR moves you
from room to room. I'll list my preferred path below.
1. climb the mountain ranges to the west, then climb north. You'll soon
see a narrow passageway of hills. Making sure everyone has at least
sixty hit points, go east and search the square in the center of the
lava
*
***
**b**
*a*
*
On a, search north to locate b. Get the items, search again, get the
items, and repeat six times. If anyone's hit points go below 20 you'll
want to back out, rest up, and go back, but the mystic armor is worth it
enough that you should take the time to get it.
2. go as far west as you can among the hills. Cast IN POR south.
3. Go all the way west in this clearing area. You'll be tending north,
and in the northmost part, you'll want to cast an IN POR north.
4. Retreat south, and on the west edge of this opening you'll want to
cast an IN POR west.
5. Go into the hilly nook in the west and cast an IN POR west.
6. At the easternmost edge cast an IN POR spell north.
7. As far north as possible on the east side of this area, cast an IN
POR spell north.
8. Use the magic carpet to get over the swamp to the far northeast. Take
the carpet first and IN POR north.
9. Roughly in the center of this area, between two southwest branches,
is the shard of cowardice. If you have your torch lit you really can't
miss it.
Now a good way to exit is with VAS REL POR(I recommend Yew, phase 4)
although if you must kill yourself, go back southeast, IN POR south, and
enter the swamp. Get good and poisoned and wait around a bit. Or better
yet climb a bunch of mountains. The only disadvantage is that you lose
your ship this way, but by now you should have enough money to buy a new
ship--and you don't strictly NEED a ship any more to complete the game
as long as you've completed the shrine quests.
Of course, you can also reverse your steps although if you don't have
enough IN POR spells you might get stuck. And it will take a bit of
thought and time.
5-1-7-4. WHAT TO DO WITH THEM
Each shard must go into the flame corresponding to its opposite
virtue, found in the castle for that virtue. And for each shard you must
stand one square below the flame, yell the Shadowlord's name, wait a
turn, and use the shard(cast it into the flame) with the Shadowlord on
top of the flame.
Empath Abbey is easy enough to find, with its road to Yew through the
moongate area. You've already been close to the flame. To get there, go
north to the courtyard, east through the door, and climb up. Then go
north to Lord Michael's room and unlock the door to the west. On the
north side of this hallway, to the west a bit, is the room holding the
flame of love. One square south, yell ASTAROTH, wait 'til he's on the
flame, and use the shard of hatred.
The Lycaeum should be the next place to stop. You can use your magic
carpet to get there if you're careful and avoid rough seas, or you can
VAS REL POR to phase 1 and take the road north. Here you'll want to
enter the Lycaeum proper but before you reach the stairs to the north,
turn east and take those stairs instead. There's another set of stairs
to take one square west. Go west through the door and in the center of
the room there's a door north. Another door north and you'll be at the
flame of truth. One square south, yell FAULINEI, wait for him to jump on
the flame, and use the shard of falsehood.
Serpants Hold is the toughest of the places to get to. The best way to
get there that I see is to cast VAS REL POR to phase 6--or just walk to
Trinsic, which may take a bit more time. Then follow the coastline south
and always try to go east except when there are rough seas. Keep tending
east past several islands until you get to one that is very large.
Serpants Hold is roughly in the center of that one.
Now the flame of courage is not easy to get to even though there are a
couple of ways. The easier one actually requires climbing more stairs,
but your characters should be in shape after all that adventuring, so
here goes. Go east from the courtyard, climb up, southeast, climb down,
go through the door to the west, climb down, go through the door to the
north. The flame of courage is in this room. Stand one south of it, yell
NOSFENTOR, wait for the bad guy to jump in, and use the shard of
cowardice. All three shadowlords are vanquished!
(The other way: You probably have some extra keys, so I'll detail this
one. It's a bit more scenic. Go straight north, through the locked door
to the northeast, search the north part of the east wall, unlock that
door, and go east and south. Climb down the stairs behind the door to
the west. There's a door to the north in this area that you can enter to
get to the flame of courage.
If you don't have the scepter now you can just waltz into
Stonegate(see the section on that) and pick it up. The shadowlords are
gone now and can't really bother you.
The best phase to VAS REL POR to, if you're ready for the final quest,
is Britain(phase two.)
Brief summary table below:
Castle |virtue |vice/shard |shadowlord name
-------------+-------+------------------+---------------
The Lycaeum |truth |shard of falsehood|FAULINEI
Empath Abbey |love |shard of hatred |ASTAROTH
Serpants Hold|courage|shard of cowardice|NOSFENTOR
5-1-8. SHAME AND BELOW
Before you embark on this you'll probably want to have a lot of
provisions. Make SURE you have:
--the magic carpet
--the amulet, crown and sceptre
--the sandalwood box
You'll want a bunch of gems in order to get your bearings in Doom, the
final dungeon, which you can only access from below Shame. It's also
recommended to have the mystic armor.
Also I highly recommend that you have plenty of the following spells:
VAS MANI, MANI, AN NOX, IN VAS GRAV CORP, IN VAS POR YLEM, and maybe XEN
CORP.
Shame isn't particularly easy to find, even, and there are a lot of
false trails inside the dungeon. It's west of Britain(go
counterclockwise around the mountain range to find the river leading to
its lake) or northeast of Skara Brae.
The first room poses a bit of a challenge. There seems to be no way
out. But fortunately there are no monsters. Set your leader as the
active player and hit the rocks in 1, 2, 3 order as below.
XXXXXXX
XX.....XX
X. .X
X X
X X
X. X
X... .X
X1aa...XX
X2bXXXX
X3X
Hitting 1 opens up the a's, 2 opens up b, and 3 opens up a passage to
the south. You'll need to Klimb on the rocks on order to get to the
passage.
From here go south, all the way east, all the way south, and note the
sign(DEEPEST) before climbing down six levels. Go three south and down
again into the dungeon room. Win the fight with the sea creatures and
dragons and go west(the moving ladder is amusing. It moves four times
before you can pin it down. But you won't need to go back.)
On the eighth level go west, south, west, south, east(after beating
the trolls and ettins by the campfire) and search for a secret door to
the east. Go east and down to the underworld.
You'll want to get on the magic carpet and head straight east. Once as
far east as possible, cast IN POR to the east to get to the next part.
Now get on your magic carpet and go east/south to get to the next shore.
There's no way around rough seas so you might as well take the damage
ASAP and not wait for monsters. Now this is the isle where the final
dungeon is on. Look along the north shore for a path leading down into
lava. Rest and heal if you want. Then go down that path--not the one
that's all lava, but the one west of it that goes south. Use the amulet
before starting. Go south, then west, then south. You'll enter darkness.
Go south and east alternately. You should see some scrub(move onto it to
see Doom,) but if not cast IN WIS if you wish so you can locate I'A''
I'A'' where Doom is. Yell VERAMOCOR to open Doom.
5-1-9. DOOM
Lots of room with great treasure here--just when you least need it!
Doom is a very distracting dungeon with quite a few blind alleys--many
featuring dragons. Here's the right way to get through it--or one of the
right ways.
Setting an active player here is very expedient. In fact the first
room, which doesn't seem to be a problem, would be very annoying without
it. Have your avatar go to the east wall and use the scepter a couple of
times to break it down. Exit through there. Follow the path down to
level two.
On level two, go north, two west and south, climbing down to level
three. It does get tougher, I swear.
On level three, go south two. Search east. Follow passage and before
you get into the room be sure the crown is active. Line your players up
before using the scepter to the east. You can also use the sceptre on
the other two squares and step on them to get more demons to fight(and
clear the room) but before considering that line your guys up to deal
with the three that are there. Clobber the demons if you feel like it(I
prefer to get on with it) and then climb down the stairs. A double set
of stairs. That was a trap on level two but here you have some up-and-
down to do.
On level five, go east, climb up, 2 south, climb down, 4 east, 4
north, klimb up.
On level four, go west, 2 south, search west for the pit, go west and
klimb down the pit--twice.
On level six, s, 4w, 3n, 2w, beat the water monsters, (exit to north
using active player) and 2n, d
On level seven, 3n into room(is your crown active? Sorry to harp on it
but getting a player possessed is irksome.) This one deserves some
scrutiny. I prefer to have the leader move one square back and THEN have
him cast IN VAS GRAV CORP. Concentrate on one monster at a time. You can
use the crown after all visible monsters are taken out. Will-o-wisps
will teleport but won't seem to possess your party. Take them out and
you can actually win in the room--handy if you come back this way as
that's one less fight(I've gotten lost and wound up back here.) Heal
your party if anyone's too grievously injured. You'll have to undergo an
air and water attack in the room below.
Still, this fight's very manageable. Attack the square SW of the left
waterfall to reveal a bridge. Use active players to cross it and get
out. 2w and u into a new dungeon room.
Beat up the monsters, set an active player, and attack the wall square
east of the grate. Then go to the square 2n and attack the square east
of that. Go to the square 4s of that and attack the square east of
there. Now you can go north with impunity. Do so--until you leave the
room. Then search forward to find a trap. Klimb down it.
2w u w search n search n d leads you to a room with a bunch of sharks
and other nasties. Beat 'em up and go along the north corridor. In the
northeast corner, attack to the north. Now everybody goes east. Go east
and up. There's a big fight here, where lava engulfs your players once
your Avatar goes forward, so be sure you're healed AND wearing the crown
beforehand.
To the east there is a pit. But falling down is no big deal because
the next room is very easy. Position each party member in front of the
mirror to absorb him. Then you'll meet Lord British in the next room.
Say yes when he asks if you have the sandalwood box, sit back, and enjoy
the ending!
5-2. SPOILER OVERVIEW
1. Get the Grapple from Lord Michael at Empath Abbey. You need it to
get places behind the mountain.
2. Find all the mantras(unless you remember them from Ultima IV,) go to
the shrines, and learn about the virtues.
3. Learn all the words of power to open up the dungeons. Strictly the
only ones you need are for Shame, Deceit, one of Wrong and Covetous, and
Hythloth. You can even just fall on your sword after Johne joins the
party.
4. Find the three shards(in the underworld) and learn the Shadowlords'
names. Cast the shards in the castles' flames after summoning the
Shadowlords.
5. Get the following special items of Lord British's:
Sceptre(Stonegate), Crown(Blackthorn's), Amulet(beneath Destard) and
Sandalwood Box.
6. Go through Shame to the dungeon at the center of the world(Doom.)
Lord British will be there at the bottom of the dungeon. If you have
the Sandalwood Box, be an Avatar. Don't lie and say no!
Of course it's all a bit tougher than that!
5-3. SHRINE MESSAGES AND BLACKTHORN'S LAWS
You of course need to go on a shrine quest for each of the eight
virtues. Each one asks you to enter the Codex, get a message about that
virtue, and return. The theme of virtue is not as dominant in this game-
-virtue is measured by just a number--but the messages in the shrines
provide an interesting antistrophe to Blackthorne's eight laws.
Here are the messages from the virtues:
"A dishonest life brings unto thee temporary gain, but forsakes the
permanent."
"Only a detested life owes its pleasures to another's pain."
"Those who fear to try, know not their limits and thus know not
themselves."
"Those who inflict injustice upon others, cannot expect fair treatment
unto themselves."
"None live alone, save they who will not share their fortune with those
around them."
"It is the guilt, not the guillotine, that constitutes the shame."
"To forsake one's inner being is to abandon thy hopes for thyself and
thy world."
"Pride is a vice, which Pride itself inclines one to find in others, and
overlook in oneself."
After completing all eight quests, you are given the following message:
BEYOND SHAMES EGRESS IN THE CENTRE OF THE UNDERWORLD THERE IS A PLACE OF
DARKNESS.
BEYOND THIS DARKNESS LIES THE GATE TO THE CORE OF THE WORLD.
WHEN THOU ART READY THOU MUST CALL FORTH VERAMOCOR TO UNLOCK THE GATE
AND VENTURE PAST ETHEREAL WARDS AND STEALERS OF SOULS.
THAT WHICH THE WORLD HATH LOST AWAITS THY COMING.
The nice thing about shrine quests is that you get:
a) +100 experience for each shrine quest
b) +1 strength if the virtue contains courage, +1 intelligence if the
virtue contains truth, and +1 dexterity if the virtue contains love.
Blackthorn's eight laws are listed below as extremist versions of very
good ideas:
BLACKTHORN'S LAW OF HONESTY:
Thou shalt not lie, or thou shalt lose thy tongue.
BLACKTHORN'S LAW OF COMPASSION:
Thou shalt help those in need, or thou shalt suffer the same need.
BLACKTHORN'S LAW OF VALOR:
Thou shalt fight to the death, or thou shalt be banished a coward.
BLACKTHORN'S LAW OF JUSTICE:
Thou shalt confess thy crimes and suffer just punishment, or thou
shalt be put to death.
BLACKTHORN'S LAW OF SACRIFICE:
Thou shalt donate half thy income to charity, or thou shalt have no
income.
BLACKTHORN'S LAW OF HONOR:
If thou dost lose thine own honor, thou shalt take thine own life.
BLACKTHORN'S LAW OF SPIRITUALITY:
[he doesn't have any. At least he's not a total Bible Basher or
something.]
BLACKTHORN'S LAW OF HUMILITY:
Thou shalt humble thyself to thy superiors, or thou shalt suffer their
wrath.
6. OTHER PATHS(I.E. HOW YOU 'SHOULD' DO IT)
Here I'll include the conversations that point you to the various
dungeons, special items, etc.
7. ULTIMA 4: SAME/DIFFERENT
7-1. GENERAL
The game has many things in common with Ultima IV but has some nice
improvements. Here are a few:
** In Ultima V, if monsters are chasing you, the terrain slows them
down as much as it slows you down.
** In Ultima IV, you were slowed down randomly, allowing monsters to
catch up to you if you fled.
** The towns all have two levels in Ultima V(only one in Ultima IV)
and castles have three or more levels(two in Ultima IV).
** Keeps have popped up
** Dungeon rooms, once cleared, are cleared for good in Ultima V.
** People remember your name in Ultima V. They even know of other
town members.
** Roads and signposts. They eliminate much of the tedious mapping.
** Bridge trolls ask for tolls.
** Towns close their gates at night--but there's always a way to
sneak into the exciting towns.
** Combat is of course much better organized.
Here are a few things that are the same:
** Mantras(which takes a good deal of puzzle solving out of the game)
** Many monster icons have carried over.
7-2. THE LANDSCAPE
Vesper has disappeared because the desert has taken over East
Britannia.
The nightshade square in southwest Britain is a bit easier to identify
in Ultima V to make up for the one that turned into desert.
A few islands have sprouted up and house keeps and dwellings(Sutek's,
Windemere, Farthing, Bordermarch), and lighthouses have been installed
to keep ships from crashing at night. (Of course, there was no night in
Ultima 4--or crashing for that matter!) There are more villages as
well, and of course, the Isle of the Avatar now houses the Codex with
the Guardians.
The towns and dungeons are, of course, almost entirely re-designed.
8. FUNNY STUFF I FOUND
8-1. JUST AMUSING
--If you leave a poisoned character in an inn, they'll have died when
you retrieve them.
--Swearing during conversation makes the person you're talking to ask,
"With language like that how did you become an Avatar?" I can't print
examples since GameFAQs doesn't permit it, but those curious for detail
will be pleased to know that some classic interjections as well as
lesser-seen body parts will elicit this response.
8-2. OUTRIGHT BUGS
--if your Avatar dies, you can get anyone to use a glass sword infinite
times to kill opponents.
--Some of the old English is wrong. 'Thou spiest trolls under the
bridge' is one such example.
--(PC) bug in Destard, the lump of four rooms. Bottom two rooms, you can
exit to the south and get by the nasty middle room
9. HEX CHEATING
There's always the standard poor sport cheating method--turn the
computer off if things don't go your way, or explore, turn it off, and
run through quicker the next time. But what if you want to improve your
characters' strength quickly? Perhaps you're busy with other games/your
job/your schoolwork. I hope the writing below can help you, then.
I'll assume rudimentary knowledge of hexadecimal and hex-
editing(download kahei.com's AXE if you don't have one.)
Now it's not nice to hex-cheat and it may ruin part of the fun of
exploration. But after a while combat may become a bit tedious so I
thought I'd show the basics--where to improve your characters
dramatically without finding any game critical items(which would be
harder to do anyway.)
9.1. WINDOWS(PC) VERSION
Here you'll want to poke around in the file saved.gam. Be sure to back
this one up before experimenting.
I've also put in recommended values below to adjust variables to, i.e.
if there's a maximum of 99 of an item displayable, it would be 99 in
hex, or 0x63.
Also for two-byte values the more significant one is second. so 0x01
0x02 is 513, NOT 258. When I say 0x(a number,) you can't type in x but I
want to differentiate between hexadecimal and decimal.
Hex |Purpose and
Offset|Recommended value
------+----------------------------
0x02 | Avatar's name(byte # 0x10 should be 00)
0x0c | Class(A=avatar, B=bard, F=fighter, M=mage)
0x0d | Condition(G = good)
0x0e | strength 0x1e
0x0f | dexterity 0x1e
0x10 | intelligence 0x1e
0x11 | magic points 0x1e(0x0f for bards)
0x12 | hit points current 0xf0 0x00
0x14 | hit points maximum 0xf0 0x00
0x16 | experience points 0x0f 0x27
0x18 | level 0x08
| note: add multiples of x020 to edit other characters--even their
names!
0x202 | # of units of food 0x0f 0x27
0x204 | # of gold pieces 0x0f 0x27
0x206 | # of keys 0x63
0x207 | # of gems 0x63
0x208 | # of torches 0x63
0x21a-| items in pool 0x63
0x249 |
0x24a-| spells in pool 0x63
0x279 |
9.2. APPLE VERSION
Here if you've downloaded files from apple.asimov.net, you will need
to look at the uv_brit.dsk file in your hex editor. Apple format is a
bit odd and in this case the more significant byte is the first. There's
also another twist; if you want to change a variable to, say, 17, type
in 0x17(23 decimal) in the desired location instead of 0x11, the actual
hex value.
Below is the edited transcript of an email I sent to Joel Beckwith who
inquired about hacking in the Apple version.
****the Apple frequently(don't know why) masks ASCII strings ORing them
with 0x80.****
Character name offsets begin at 0x3500. However the major stats don't
begin until 0x3580. [Each 0x8 you get a new character name so if you
want to change that then be sure to slap 0's on at the end and don't
make the string longer than 7. I recommend typing the letters in--lower
case is OK--and then adding 0x80 to each character.]
Here is how they work. Note that actual numbers are shown in the file as
decimal and not visually translated to hex. So when you type 17, Ultima
V understands it as 17 and not 23(= 17 hex.)
byte 0x3580 = currently in the party(00) or not(ff)--I wouldn't poke
with this and suspect there's a third value for a person who's at an
inn, maybe one for each inn.
0x3581: gender. 3d = female, 3e = male.
0x3582: character class
C1 = 'A'(0x80 switch again) = avatar
C2 = 'B' = bard
C6 = 'F' = fighter
CD = 'M' = mage
0x3583: condition
C7 = 'G' = good
Guesses:
C4 = 'D' = dead
D0 = 'P' = poisoned
D3 = 'S' = asleep
0x3584: strength
0x3585: dexterity
0x3586: intelligence
0x3587: magic points
0x3588-0x3589: current hit points
0x358a-0x358b: max hit points
0x358c-0x358d: experience points
0x358e: current level
0x358f: I don't know, don't want to touch and break it, and it all seems
to be 0xff anyway.
Then you have one player each 0x10 with the vital statistics in the same
offsets. They are in order
0x3580 your avatar
0x3590 Shamino
0x35a0 Iolo
0x35b0 Gwenno
0x35c0 Mariah
0x35d0 Geoffrey
0x35e0 Jaana
0x3400 Julia
Now the next logical spot would seem to be at 0x3600 but in fact one way
Apple converts a stream of data to hex is by reading backwards between
0x100 sized blocks. There are others, but that's for another game to
edit. So instead you drop back to...
0x3400 Dupre
0x3410 Katrina
0x3420 Sentri
0x3430 Johne
0x3440 Gorn
0x3450 Maxwell
0x3460 Toshi
0x3470 Saduj
The gold is at 0x3482(high byte, low byte) with the food at 0x3480.
So if you want to give yourself 7614 food and 5327 gold you would type
in
76 14 53 27
in AXE and not 14 76 27 53(dunno if you have seen examples of when you
need to judge which byte is high/low, or really any hex editing period.)
End of FAQ proper
------------------------------------------
10. VERSIONS/CREDITS
Versions:
11/25/2002 version 1.1.0--added information to external maps and fixed
up a boo-boo in the walkthrough.
11/12/2002 version 1.0.0--whew! Still a lot of strategic details to take
care of, but all dungeons are minimally walked through.
11/11/2002 version 0.5.0--lots more stuff this version. The start to the
walkthrough is now solid, with the items you can attack immediately. Two
shards(Cowardice, the hard one, is of course the missing one!)
11/9/2002 version 0.1.1--more and better to come later. I just wanted to
start updating. First--info on spells
7/20/2000 version 0.1.0--posted to Gamefaqs.com, with very little, but
with specific info on locations/NPC's I haven't seen anywhere else.
Besides, I needed to get back into FAQ-writing mode!
Credits: Richard DeMain and Carlotta Stein's nice book _Ultima: The
Avatar Adventures_ helped me compile a lot of details much more quickly
than if I'd had to go through the game.
Joel Beckwith for well thought out questions that helped get revision
1.2.0 across.
The usual GameFAQs crew, alphabetically asherdeus, bloomer, falsehead,
Masters, RetroFreak, Snow Dragon, and anyone else I missed.
Comments, suggestions, etc. to
[email protected]