ULTIMA VII: THE BLACK GATE Walkthrough for Ultima VII By G.GANESH http://www.geocities.com/damn_24 (For More Walkthroughs and LOTSA stuff!) Started in October 1997, Completed in June 1999. Version 2.2 (Major Text Version Release For GameFaqs Database) Copyright ((c)) 2001. All Rights Reserved. ---------------------------------------------------------------------------- ***CONTENTS*** - Disclaimer and Revisions Disclaimer. . . . Thou shouldest read this! Revisions. - Introduction - Introduction to this Walkthrough - General Guidelines - Some tips to follow to avoid becoming a bad Avatar. (Added More) - Answers - Answers to the questions asked (Updated) - Guide to Spells People selling spells and reagents listed - Trainers - What all trainers teach - Companions - Who and Where Your companions are, answered for you! - Money - Earning $$$ in a cheating manner / Stealing (Added More) - How to Get WORK! - How to find work for money - Step 1 The Crime Scene - Step 2 Getting to Britannia - Step 3 Going to Lord British's Castle - Step 4 Lord British's Secret Castle Puzzle - Step 5 Getting the Flying Carpet - Step 6 Getting Enchanted weapons and armor - Step 7 How to join the Fellowship. - Step 8 Getting the Guardian's Enemies - Step 9 Finding Elizabeth & Abraham - Step 10 CUT! Finding the Time Lord - Step 11 ACTION! Back to the Chase - The Black Gate The Ending Part - The Cheat Room How to cheat in Ultima VII - The Cheat Starter - Links - The code to start the Cheat System - Resources for the hardcore Ultima VII Gamer ---------------------------------------------------------------------------- ***Disclaimer*** Every document has to be accompanied with a disclaimer. So here it goes. THIS DOCUMENT IS PROVIDED in a "AS IS" basis. The author has done his best to ensure that every information in this document is as accurate as possible. No warranty shall be implied for any damage caused whatsoever from using/reading this document. All right, that's all! You can reproduce, upload it to your website so long you protect its contents . . and you MUST inform me if you want to put it up in your website! One more thing, this document is created from MANY, hey, that's MANY sources. My thanks goes out to them. Includes Jeffin, Scounge, Micro Dragon, JP Morris, and James Abraham. ***Credits*** The core of this walkthrough came from Scounge's walkthrough. His walkthrough was good, but had me stuck in some points, that's why I'm making a new one here. Also to Jeffin, Micro Dragon, JP Morris, and James Abraham whose works are also available at my website. Give them the applause for a excellent contribution to the Ultima community. My thanks goes out to them. ***Revisions*** 21 January 2001 Converted to Text file for use in GameFaqs. Minor additions. 25 November 2000 There will be no more updates to this Walkthrough. Just a change of website address. Great News: Ganesh's Ultima VII Supplementary Guide has been combined with this document. Bags of changes have been made. Added News List. ---------------------------------------------------------------------------- ***Introduction*** This walkthrough is made easy to use. Please remember though, by using this walkthrough from the start and not knowing ANYTHING about the game, it may be a bit misleading. Try playing the game until you have got stuck and then read this. It is best to read from the first page to the last. This walkthrough will not tell you how to play the game. If you want to know how to play the game, go to my homepage and read my on-line manual. In this walkthrough, the north point is UP. Solving the town mysteries is not really required to complete the game! Solve them if you're longing for some kind of fun and maximum game entertainment. From what I know, there are many ways to complete this game. I chose chasing Elizabeth and Abraham. One more thing, feel free to do anything you want in the game. For example, when you come across Paws, you can talk with the people there or even kill then though you are not advised to do so. ---------------------------------------------------------------------------- ***General Guidelines and Tips*** - Solve Town Mysteries to enjoy the game more and to get experience points. - Avoid killing townspeople unless they attack you first, or if it is a decision made by your companions. ( For example, try going into Combat Mode when you are near Goth the jailer in High Court in Empath Abbey) - Many people suggest you finish the Forge of Virtue add-on first then proceed to the Black Gate because it will make the game easier. - Train your companions regularly. Divide the weapons and armor you get evenly. - Always check to see they have sufficient crossbolts/arrows if they use a crossbow/bow. You can get a triple crossbow at a cave near a restaurant in Jhelom for free, allows the bearer to shoot three bolts a time. Enchant bows/arrows to give them more damage. You can get the Enchant spell from Nystul in Lord British's Castle. - Use the Magic Carpet. If you want to use a ship, make sure you get a sextant before you go. A sextant will enable you to see where you are in the map. - Try "using" the cloth map when you have a sextant. The "+" symbol on the map will indicate where you are. Make sure you are standing outdoors, not in dungeons, houses, etc. - Potions CAN be used in other living things. Double-click the potion, and target it on the creature you want it. Very useful for putting dragons to sleep (Blue Potion). - EVERYONE needs training in strength. It also determines hit points. Dexterity is good for people who use range weapons such as bows, crossbows, and slings. Dexterity with Strength will let you hit a target in the right place with lots of force. IOLO and TSERMEND need the more dexterity training than others. Dexterity and Strength determines hit points (Strength more than Dexterity) - Intelligence measures how quick you learn. It also determines Spell Points. Thus the higher intelligence the more likely a spell will be cast successfully. Only the AVATAR really needs Intelligence training. - Strength and Dexterity are used through combat. If you have high strength and dexterity but low combat, your fighting skills will be poor. Combat teaches you how to use Strength and Dexterity together for best fighting. EVERYONE needs combat training. - The AVATAR is the only one who needs magic training since he is the only one who can use magic. Magic and Intelligence determines Spell points. - If you like to use guns, you can generate unlimited ammunition by double- clicking on any dinosaur bones you see. - The Fountain in Lord British's Castle is the Water of Healing. - Use a gravel on a parrot. It will tell you the path to Treasure. - It is a more or less well known fact that waiting through the credits at the beginning of the game (or anytime by clicking on the credits item in the menu) will give you a new QUOTES menu item with funny quotes of the makers of U7. Similarly, beating the game gives you the VIEW ENDGAME item that lets you do just that. - There is only a limited number of possibilities to kill LB. One is with the Black Sword from the Forge of Virtue add-on. The other is somewhat more interesting: Every day at noon, LB stands in his court yard under the plaque that says "Lord British's Throne Room" or something similar. Read it while he stands under it, and it will fall and crush his head. Richard Garriot was hit in the head by a metal plate falling off the Origin building. Get LB's last will from the corpse and it'll say that our noble Lord British is the father of Nell's child. Now this would explain her strange behaviour when you ask her about her child, wouldn't it. Both ways to dispose of LB are hinted at in Mordra's book about things with destructive powers. It can be found in Mordra's house in Skara Brae and in Erethian's study in the Forge of Virtue add-on. ---------------------------------------------------------------------------- ***Magic: Spells and Reagents*** Here is a list of all reagents and spells and where to get them cheap. 1st row : Mage Name 2nd row : Location 3rd row : Regent (at Selling Price) Wis-Sur Vesper Pearl(34), Blood Moss(16), Mandrake Root(32), Silk(20), S.Ash(25) Mariah Moonglow Pearl(8), Garlic(1), Ginseng(2), Mandrake Root(7), Nightshade(6) Rudyom Cove Pearl(5), Blood Moss(3), Ginseng(2), Mandrake Root(5), S.Ash(4) Nicodemus Yew Blood Moss(3), Garlic(2), Mandrake Root(5), Nightshade(5), Silk(3) Nystul Britain Pearl(10), Blood Moss(6), Ginseng(4), Mandrake Root(10), S.Ash(8) Sarpling Terfin Blood Moss(2), Garlic(1), Ginseng(1), S.Ash(3) NOTE: Sarpling does not sell spells. ---------------------------------------------------------------------------- Following is a list of spells and where to find them listed from cheapest to most expensive. Price for that spell they charge is stated in brackets for the specified person. Arranged in cheapest to expensive. First Circle Awaken All Rudyom(25) Create Food Nystul(35), Mariah(60) Cure Nicodemus(25), Rudyom(25), Mariah(80) Detect Trap Nicodemus(25), Rudyom(25), Mariah(100) Great Douse Wis-Sur(30), Nystul(35) Great Ignite Nicodemus(25), Wis-Sur(30) Light Rudyom(25), Wis-Sur(30), Nystul(35), Mariah(40) Locate Nicodemus(25), Wis-Sur(30), Nystul(35) Second Circle Destroy Trap Nicodemus(45), Rudyom(45), Wis-Sur(50), Mariah(100) Enchant Nicodemus(45), Wis-Sur(50), Nystul(55) Fire Blast Rudyom(45), Wis-Sur(50) Great Light Rudyom(45), Wis-Sur(50) Mass Cure Nystul(55) Protection Nicodemus(45), Nystul(55), Mariah(80) Telekinesis Rudyom(45), Nystul(55), Mariah(60) Wizard Eye Mariah(40), Nicodemus(45) Third Circle Curse Rudyom(65), Wis-Sur(70) Heal Rudyom(65), Mariah(40), Nystul(85) Paralyze Nicodemus(65), Rudyom(65), Wis-Sur(70) Peer Mariah(60), Nicodemus(65) Poison Nicodemus(65), Rudyom(65), Wis-Sur(70) Protect All Nystul(85), Mariah(100) Sleep Mariah(80), Nystul(85) Swarm Nicodemus(65), Wis-Sur(70), Nystul(85) Fourth Circle Conjure Wis-Sur(90), Nystul(95) Lightning Rudyom(85), Wis-Sur(90) Mark Mariah(40), Nicodemus(85), Rudyom(85) Mass Curse Wis-Sur(90), Nystul(95) Recall Mariah(60), Nicodemus(85), Rudyom(85) Reveal Wis-Sur(90), Nystul(95) Seance Mariah(80), Rudyom(85) Unlock Magic Nicodemus(85), Nystul(95), Mariah(100) Fifth Circle Charm Mariah(60), Rudyom(115) Dance Mariah(100), Rudyom(115) Dispel Field Nicodemus(115), Wis-Sur(120), Nystul(125) Explosion Nicodemus(115), Rudyom(115), Wis-Sur(120) Fire Field Mariah(80), Wis-Sur(120), Nystul(125) Great Heal Rudyom(115), Nystul(125) Invisibility Mariah(40), Nicodemus(115), Nystul(125) Mass Sleep Nicodemus(115), Wis-Sur(120) Sixth Circle Cause Fear Mariah(80), Nystul(145) Clone Mariah(40), Rudyom(135), Wis-Sur(140) Fire Ring Nicodemus(135), Wis-Sur(140), Nystul(145) Flame Strike Nicodemus(135), Wis-Sur(140), Nystul(145) Magic Storm Mariah(100), Rudyom(135) Poison Field Nicodemus(135), Rudyom(135) Sleep Field Mariah(60), Rudyom(135), Nystul(145) Tremor Nicodemus(135), Wis-Sur(140) Seventh Circle Create Gold Rudyom(155) Death Bolt Nicodemus(155), Nystul(165) Delayed Blast Nicodemus(155), Rudyom(155) Energy Field Mariah(100), Nicodemus(155), Nystul(165) Energy Mist Mariah(60), Nicodemus(155), Nystul(165) Mass Charm Rudyom(155) Mass Might Mariah(40), Nystul(165) Restoration Mariah(80), Rudyom(155) Eighth Circle Armageddon Rudyom(185) Death Vortex Nicodemus(185), Nystul(195) Invisible All Mariah(100), Nystul(195) Mass Death Nicodemus(185), Nystul(195) Resurrect Mariah(40), Rudyom(185) Summon Nicodemus(185), Rudyom(185) Swordstrike Mariah(80), Nicodemus(185), Rudyom(185) Time Stop Mariah(60), Nystul(195) ---------------------------------------------------------------------------- ***Weapons and Armour: Co-ords of finding Any of them*** Here is a list of where to find the weapons and armor you want to find. 1st row : Item name 2nd row : Coordinates of that item 3rd row : Place Description 2nd and 3rd rows will have multiple listings if that item can be found in more than one place. Magic Armour: 46N/7E Camp in Deep Forest. 66N/122E Cave near desert. 5S/24W Selwyn's Hideout/Dungeon Shame.Paladin. 21S/43W Dungeon Shame, chest room. 25N/178E Dungeon Deceit. Dragon Room. 161S/191E Dragon Treasure. Isle of The Avatar. 176S/188E Paladin. Isle of The Avatar. 53S/64W Crypt, Skara Brae. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 96S/77E Caves east of Hook's hideout. Buccaneer's Den. 136S/165E Mage at Throne of Change. Isle of the Avatar. Magic Helm 5S/24W Selwyn's Hideout/Dungeon Shame.Paladin. 161S/191E Dragon Treasure. Isle of The Avatar. 176S/188E Paladin. Isle of The Avatar. 53S/64W Crypt, Skara Brae. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 60S/69E Fellowship Caves, Buccaneer's Den. 124S/76W Cave on small island north of Jhelom. 77N/196E Pirate's Camp, Ambrosia. Magic Leggings 5S/24W Selwyn's Hideout/Dungeon Shame.Paladin. 21S/43W Dungeon Shame, chest room. 161S/191E Dragon Treasure. Isle of The Avatar. 176S/188E Paladin. Isle of The Avatar. 53S/64W Crypt, Skara Brae. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 31S/65E Cyclops's Cave, north of Cove. In barrel. 143S/41W Mayor's Office, Jhelom. In drawer. 75N/12E Deep Forest. North of Emps. 4N/31W Island, middle of Lost Lake. In chest. Magic Gauntlets 5S/24W Selwyn's Hideout/Dungeon Shame.Paladin. 21S/43W Dungeon Shame, chest room. 169S/28E Pirate's Treasure. 161S/191E Dragon Treasure. Isle of The Avatar. 176S/188E Paladin. Isle of The Avatar. 53S/64W Crypt, Skara Brae. 23N/13E Dungeon Despise. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 74S/8W Under rubble, southwest of Paws. (Near river) Magic Shield 21S/43W Dungeon Shame, chest room. 161S/191E Dragon Treasure. Isle of The Avatar. 56N/33W Deep Forest 53S/64W Crypt, Skara Brae. 26N/4W Dungeon Despise. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 96S/77E Caves east of Hook's hideout. Buccaneer's Den. Magic Gorget 5S/24W Selwyn's Hideout/Dungeon Shame.Paladin. 21S/43W Dungeon Shame, chest room. 161S/191E Dragon Treasure. Isle of The Avatar. 176S/188E Paladin. Isle of The Avatar. 53S/64W Crypt, Skara Brae. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 145S/50W House in Jhelom. 136S/165E Mage at Throne of Change. Isle of the Avatar. 64N/59E Dungeon Covetous. (Near lake entrance). 85N/18W Deep Forest. In backpack. Magic Boots 5S/24W Selwyn's Hideout/Dungeon Shame.Paladin. 0S/4W Avatar Supply Room. LB's castle. 21S/43W Dungeon Shame, chest room. 169S/28E Pirate's Treasure. 161S/191E Dragon Treasure. Isle of The Avatar. 176S/188E Paladin. Isle of The Avatar. 53S/64W Crypt, Skara Brae. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 4S/128E Drawers, Vesper. 161S/58E Serpent's Hold. In chest. 3S/128E Vesper. In drawers. (Trainer's house). Magic Sword 5S/24W Selwyn's Hideout/Dungeon Shame.Paladin. 157S/53E Serpent's Hold Armoury. 161S/191E Dragon Treasure. Isle of The Avatar. 5N/23E Dungeon Despise, Invisible Chest. 38N/38E Dungeon Wrong. In chest. 77N/196E Pirate's Camp, Ambrosia. In Chest. Magic Bow 46N/7E Camp in Deep Forest. 5S/24W Selwyn's Hideout/Dungeon Shame.Pirate. 8N/22E Dungeon Despise. 85S/126E Alagner's Storehouse. 48N/74W Forest. Near Spiders. Lightning Whip 55N/114E Cave near desert. 5S/24W Selwyn's Hideout/Dungeon Shame.Chest. 169S/28E Pirate's Treasure. 27N/28W Dungeon Despise, Invisible Chest. 127S/13W Cave southwest of Dasterd. 61S/78E Fellowship Caves, Buccaneer's Den. 23N/36W Dungeon Shame. Sword of Defense 5S/24W Selwyn's Hideout/Dungeon Shame.Chest. 157S/53E Serpent's Hold Armoury. 143S/173E Pirate's Cove, Isle of The Avatar. Fighter. 128S/3W Chest SW of Trinsic. 23N/36W Dungeon Shame. 74S/62E Bath House, Buccaneer's Den. Fire Sword 5S/24W Selwyn's Hideout/Dungeon Shame.Fighter. 157S/53E Serpent's Hold Armoury. 128S/3W Chest SW of Trinsic. 100S/12W Dungeon Dasterd. Fire Wand 5S/24W Selwyn's Hideout/Dungeon Shame.Chest. 5S/24W Selwyn's Hideout/Dungeon Shame.Table. 18N/6W Dungeon Despise. 75S/129E Alagner's House. In basket. 7N/50W Selwyn's Tower. 79S/89E Fellowship Caves. In chest. Lightning Wand 5S/24W Selwyn's Hideout/Dungeon Shame.Chest. 20S/37W Dead Mage/Dungeon Shame. 30S/52E Cyclops Cave, near Cove. In Chest. 62N/30W Backpack. Deep Forest. 85S/126E Alagner's Storehouse. 136S/165E Mage at Throne of Change. Isle of the Avatar. 84S/67E Mayor's House, Buccaneer's Den. In drawers. Glass Sword 21S/43W Dungeon Shame, chest room. 25N/178E Dungeon Deceit. Dragon Room. 48N/137E Guardian's "X". (2) 169S/28E Pirate's Treasure. (4) 161S/191E Dragon Treasure. Isle of The Avatar. Starbursts 21S/43W Dungeon Shame, chest room. (15) 46N/89E Karl's House. In barrel (15) 78N/59E Minoc Artist's guild. In dead cat, bag, barrel. Magician's Wand 5S/24W Selwyn's Hideout/Dungeon Shame.Nightstand. 66N/57W Nicodemus' House. Yew. 16N/38E Stonegate Ruins. In swamp. 136S/165E Mage at Throne of Change. Isle of the Avatar. Great Dagger 5S/24W Selwyn's Hideout/Dungeon Shame.Chest. 157S/53E Serpent's Hold Armoury. 80N/60W Krayg the Thief. Empath Abbey. 161S/191E Dragon Treasure. Isle of The Avatar. 72S/47W Cave. 143S/173E Pirate's Cove, Isle of The Avatar. 16N/139E Shrine of Sacrifice. (Midnight). 88S/55E Hook's House, Buccaneer's Den. 136S/165E Mage's Bedroom. Isle of the Avatar. In chest. 51S/56W Skara Brae. Behind staircase. 82S/63E House, Buccaneer's Den. In chest. Poison Dagger 16N/38E Stonegate Ruins. In swamp. 169S/28E Pirate's Treasure. 80N/60W Krayg the Thief. Empath Abbey. 161S/191E Dragon Treasure. Isle of The Avatar. 23N/13E Dungeon Despise. 143S/173E Pirate's Cove, Isle of The Avatar. 88S/55E Hook's House, Buccaneer's Den. 4N/31W Island, middle of Lost Lake. In chest. 79S/89E Fellowship Caves. In chest. Magebane 16N/38E Stonegate Ruins. In swamp. 157S/53E Serpent's Hold Armoury. 18N/12W Dungeon Despise. In chest. (Teleport from 45N/2E). Magic Axe 157S/53E Serpent's Hold Armoury. 23S/76W Skeletons, Horace's Keep. (2) 41S/71W Building, Skara Brae. 18N/14W Dungeon Despise. 23N/15E Dungeon Despise. Juggernaut Hammer 157S/53E Serpent's Hold Armoury. 176S/188E Paladin. Isle of The Avatar. 88S/55E Hook's House, Buccaneer's Den. Firedoom Staff 7N/50W Selwyn's Tower. 23S/76W Horace The Mage. 60S/69E Fellowship Caves, Buccaneer's Den. 136S/165E Mage at Throne of Change. Isle of the Avatar. 66N/57W Nicodemus. Yew. (Kill him :) The Death Scythe 53S/64W-Crypt, Skara Brae. Magic Boomerang 2N/21E Dungeon Despise. In Backpack. 158S/142E Terfin. Hoe of Destruction 22S/25E-Mack's Shed, Britain. ---------------------------------------------------------------------------- ***Trainers: Skills They Teach*** Here is a list of all the trainers I found and what they specialize in. (*) = Marks trainers that give you more training for your buck. 1st row : Place 2nd row : Name 3rd row : Provides Training In.. 4th row : Cost Of Training Britain Sentri Dexterity 30 gold coins (free if in party) Britain Denby Dexterity, Intelligence, Magic 75 gold coins Britain Zella Dexterity, Combat 45 gold coins Buccaneer's Den Lucky Intelligence and Luck (?) 35 gold coins Cove Rayburt Strength, Dexterity, Combat 60 gold coins Jhelom De Snel Combat* 40 gold coins Minoc Karenna Dexterity, Combat 20 gold coins Minoc Jakher Strength, Intelligence 20 gold coins Moonglow Jillian Magic, Intelligence 35 gold coins Moonglow Chad Dexterity, Combat 45 gold coins Serpent's Hold Menion Strength, Combat 45 gold coins Terfin Inforlem Strength, Dexterity, Combat, Intelligence*, Magic 50 gold coins Trinsic Markus Combat 20 gold coins Vesper Zaksam Combat*, Strength 40 gold coins Yew Perrin Intelligence*, Magic 45 gold coins Yew Bradman Dexterity* 30 gold coins Yew Penni Strength, Combat 35 gold coins ---------------------------------------------------------------------------- ***Companions*** Listed below are the companions you can have with you in the game. The brackets beside the name indicate where they can be found. Name City found in Location in City Information Iolo Yew, Trinsic Abandoned house Fellow buddy Shamino in Britain Afternoon @ Blue Boar Tells the name of known caves when nearby Dupre Jhelom Almost always at pub High strength Spark Trinsic Christopher's house Excellent with whip Sentri Britain West of pub Free Dexterity Training, High Dexterity Jaana Cove South Healers Shop 1 Heal free daily, poor stats, but trainable Tseramed Yew South of Bee Cave Excellent with Bow. Gives you 12 Free arrows Julia Minoc. Tinker's Shop Fix things for free, High Dex Kartina New Magincia Sheep field or Pub OK Stats I would recommend limiting your party to Iolo, Shamino, Dupre, Spark, Tseramed and Sentri. Jaana is optional though, just remember to set her combat mode to Attack Weakest. ---------------------------------------------------------------------------- ***Ways of getting MONEY ($$$)*** Gambling: To get UNLIMITED amount of GOLD COINS! It's very easy to get lots of money. First, get the carpet (see section on getting the magic carpet) or find the way to Buccaneer's Den. Go to Buccaneer's Den (East of Swamp. Swamp is at North of Trinsic). Go to the gambling den. Now, you've to play The Triples game. Put any amount of coins (more better) on one of the numbers. Roll the wheel. While the wheel is going to stop spinning, guess what the number will be and QUICKLY grab the coins and replace them at the guessed number. Do this again and again to get LOTS of money! My suggestion is to keep about 5 to 7 crates on your carpet and store arrows, bolts, money, rings and so on. The guard over there is a dummy, he doesn't mind even if you empty the den -- they seem to have unlimited money! Or try . . . Rat Race, simply bet on ALL of the rats on the table (say 100 gold each) you'll get back nearly a 100% profit. Virtue Rolette, simply bet on ALL of the colors on the roulette table (say 100 gold each) you'll get back nearly a 100% profit. TIP: Being a fellowship member doubles your rewards of winning. Bet! In Jehlom, you can bet with Ophelia and get twice the betted amount, because you will win. To win, be the champion for Sprellic and talk with the people with De Snel. Hmm . .you can steal from the Mint too. Simply kill the Mint clerk, take the key, open the mint door enjoy the wealth, bring her to Lord British, resurrect her back and sell it all back to her. It's funny how the Mint can still operate while you have the things. You can repeat this over and over again, this time, getting the gold from her body. This is tedious. TIP : You can pile 100 gold coins on top of each other on the gambling tables. ---------------------------------------------------------------------------- ***Finding Work!! (Not Recommended)*** Finding Work? No way to earn money? Want to live honestly without following the above tip?? Sure, but not advisable! You earn about 5 - 50 gold coins per minute. The first way I knew of getting money. In Paws, you can buy mutton from the merchant Morfin and sell it to the cooking master in Lord British's castle making a profit of 2 gold coins per mutton. In Lord British's Castle, you can sell mutton at 5 gold pieces making a profit of 2 gold piece per mutton. Sell it to the master cooker. Also, you can deliver grain to Thurston for Polly and earn 10 gold coins. If you visit the baker in Britain, he gives two types of jobs, baking bread and getting flour from the flour man. You can bake bread and make money or get flour for him from the miller in Paws. If you come across any serpent venom, sell these to Kessler in Britain for 50 gold coins a piece. You can collect eggs for Mack, earning 1 gold coin per egg. You can collect pumpkins for Brownie and earn 1 gold coin per pumpkin. Free food is also provided in Lord British's castle! Just get it from the Master Cooker at the appropriate time. Not advisable though. I always go to the stables in Britain where there are two or one cows and horses. There, I kill the cows for food and keep them in a crate in my carpet!! Kill beasts and foes for their MONEY. You can enter dungeons and kill dragons for the gems they have and sell it to the jeweler, Sean, in Britain. Dungeon Destard has dragons that guard gems and gold. You can also kill monsters, like headlesses, and search their bodies for gold nuggets and sell these to the Mint at 10 per nugget. Some paladins and fighters, who are normally hostile, have lots of amour in them, including plate. Stealing : A Crime Taking Things Straight What you are not allowed to do is pick something up and drop it again. This will bring out the cops, who will denounce you and restart the game (if you're still in Trinsic). If, however, you take the item and put it straight into your pocket, you will get away with it, although Iolo will get a bit upset, and the Guardian will probably scold you. Rule Number One: -Always drop the stolen goods into Iolo. -Iolo will be less likely to leave if he commits the deed. -Once Iolo has been 'inoculated' against theft, switch to the next newest party member, and get them to steal instead. -Thus, each member of the party becomes Inoculated. Eating food off the table is also a great sin, and Iolo or Dupre will get most upset. (In abbey, there is a huge crate of grapes. Once, I fed the entire party on the grapes. When I closed the crate, the Guardian said "You had best not do THAT, Avatar!", All of them shouted "Is that virtuous?" at once, Iolo left, Dupre started attacking me and the room was full of guards, because all the thefts had stacked up) Like the First Rule, start by making Iolo/Dupre eat the Forbidden Fruit first, as this will get them used to the idea of eating stolen food. Rule Number Two: If you are going to eat a large quantity of Forbidden Fruit, perform the following consecration ritual. -First, get Iolo to pick the food up, and dip it into his sack. -Now, take the food out again and lay it in the floor. -The food is now 'Your Property'. -Eat the food. ---------------------------------------------------------------------------- Walkthrough ---------------------------------------------------------------------------- Step 1: The Crime Scene You come out of the red moongate while Iolo and Petre are talking. After finishing the conversation with the Mayor (make sure you agree to the reward), Iolo and Petre, head north where the stables is. Go in. You should see a dead body on the floor. Take the key that is by the body. Now head to the room where Inamo the dead gargoyle is. There is a bag near him. Look inside the bag and take the things you need on your journey ahead. Talk to Petre who is either near a horse or near the stable door about the murder. Talk to Iolo. Use all options given to you except the 'leave' option. You will learn that he has an abacus (Useful for calculating how much money you have). He knows some of your companions, Dupre and Shamino. Ask Mayor Finnigan about the key. Then go and find a double-floored house in the NW and go in. A boy named Spark will be in. Talk to him. He will give you some information about the murderer, for example that the man has a hook. Take him as your companion. He trains fast. After this go to the second floor of the house. You will see a locked chest. Use the key you got from the stables to unlock the chest. Look inside. You will find 100 gold coins, a scroll and a Fellowship medallion. Take the 100 gold coins. Ask Spark about the contents. Now find the healer's workshop. That's somewhere in South-West of Trinsic. Go in. Talk to the guard named Gilberto. He will give you information like the murderer is Crown Jewel and heading to Britain. Talk to Johnson at the gate (exit). After talking to him, head to the Mayor's house. Talk to the Mayor and select the option 'report'. Answer the questions referring to your copy protection Answer Sheet. After questioning, the Mayor will give a password as 'Blackbird'. Before you get out of Trinsic, open the wall leading to the Mayor's secret room, and take the sword. You can also steal the Great Dagger at Dell's shop at night. There is a hidden lever in his shop which will open a wall to his storage room. Buy some mutton for your companions and you from The Honorable Hound Inn south of the stables. I found out that in Trinsic, things are VERY cheap. Get your bolts, arrows cheaply in Trinsic. Also, not advisable though, you can get a Great Dagger from Trinsic (useful weapon; turns into 2 handed sword temporally when used) ---------------------------------------------------------------------------- Step 2: Where to go first? You need to go to Britain first to get some useful things. As you have interviewed the guard in the healer's house, he said that Crown Jewel is heading to Britain. Don't buy a cart or a ship, you will find the carpet more useful. Now go to the North Gate. Get out of Trinsic. You will find a dark brown path. Follow the path. If you are traveling on the correct path the first time, the Guardian should appear to inform you that the path you are traveling is correct. Or if you travel on the wrong path, the Guardian will inform you that that is the wrong path. Just go along the path until you come to the house where three people are acting on stage. You can either pay three gold coins pieces to watch the act or continue going. Now run along the path through the swamp. Beware of alligators and kill them. Experience Points are valuable. Anyway go along the path, passing the inns and shops. There is a mystery of who stole the serpent venom. You will know of this when you first speak to Morfin or any other people in Paws. Morfin can be found at the co-ordinates of 69 South, 0 East. After you learnt of this news, head to Morfin's shop. There will be a bucket of blood near the west wall. Move it to another place. There is a key underneath it. Take the key. Go to Morfin's house located North of the Antiques shop. Use the key from Morfin's shop to open the chest and take that key you find in the chest. Go back to Morfin's shop. Use the key you got from Morfin's house to open the door and use the key you got from under the bucket to open the chest inside. Read the ledger inside the chest. Ask Morfin about the ledger. Next, talk to everyone in Paws. Make sure you use every option given to you. Most importantly, you must talk to Tobias and Garrit. After this, go to the FellowShip Shelter and Feridwyn will approach you and tell you that he saw Tobias with the venom and you should do something. Inquire about this accusement with Camille. After this, go back to Morfin and talk to him. Hmmm, wrong suspect. He will give you a bright green key which Garrit dropped. Go to the FellowShip Shelter and use the key on the chest with the whistles in front of it. In the chest, there is a bag. In the bag, there will be the stolen snake venom vial. Take the vial, and inquire about this with Garrit. When you are finished with him, talk to Feridwyn. Then talk to Camille and Tobias. Pity Garrit . . . End this plot by returning to Morfin the vial. Now go along the path till you come to a tiled (grey) floor. You have reached Britain! ---------------------------------------------------------------------------- Step 3: Lord British's Castle Run North till you pass the market and a house. Find the castle of Lord British somewhere in the north. It is very easy to find. The gate is like the North Gate in Trinsic but it does not require a password. If you find such a gate in Britain (You should!), go through straight. Go straight until you come to a hall where a clown is dancing. He will give you your first quest but you need to win The Game. After finishing with him, open the two doors north. Go north. You should come to a fountain and Lord British in his blue cloak may be there. If he isn't there, look for him in the Lord British's Throne or dining room (beside the Throne) or the business-discussing place. Talk to him. Get from him the Orb of the Moons(Very Useful). ---------------------------------------------------------------------------- Step 4: Lord British's Castle Puzzle Lord British has kept a spellbook and other equipment in a storeroom of his. It's a puzzle to get into the storeroom. First go to the study room (where there are lots of books there) and take the key from the drawer. Now head to Lord British's bedroom (right side of the throne). Go to the small spot where there is wine of the table in the ruler's room. With your sharp eyes, try to find the lever near the tapestry. Once you use it, two walls will open. Go to the North wall opening another wall and then another wall and then another two walls. When you reach the passage right side of the kitchen, find another lever hidden near the barrel or crate. This level opens the wall to the room of armor (Wait! Don't search for the armor. Just continue following these steps). Now go South opening the walls UNTIL you come to the stairs. Go up. You can talk to the prisoner. Explore the place. You should find 4 rooms in the four corners. Of these, one of them are locked. Use the key to open that door. Now content yourself. Check out all the containers. After finishing, the other corner (Armor Room) is also for you. Now help yourself with the armors. You have solved the puzzle! Before leaving, talk to Batlin about Elizabeth & Abraham in the FellowShip Branch. You will find out that they have gone to Minoc. If you want to use Recall or Mark spell, get the stones from the Museum. ---------------------------------------------------------------------------- Step 5: The Flying Carpet The Flying Carpet is a carpet with eight chairs on it which will let you fly over mountains, swamps, buildings and the seas. However, if you fly the carpet over a door in the Isle of the Avatar, it will permanently lock a door thus preventing you from completing the game. To get the carpet, go to Dungeon Despise. To get there, outside Lord British's Castle, at the gates, run west and find a dirt path. If this is your first time, you should see some paladins fighting. Join them and grab the armory in the bodies. Follow the dirt path until you come across a bridge. Cross the bridge AND DON'T WALK BEYOND. Under the bridge, there should be a river running. Run south ALONG the river. When you reach the bank, find a mountain at the east and walk along it. Follow the narrow path until you reach a dungeon. You should also see a blue carpet. You've found the carpet!!!! ---------------------------------------------------------------------------- Step 6: Enchanted Weapons and Armor We'll get the Hoe of Destruction first. Get a sextant from any shipwright. Using the sextant, locate yourself into 2 North 47 East and get a key from the green fish by the cattails. Use this key to open Mack's Shed (22 South, 26 East). Go to the spot you found the carpet. You should see the dungeon. Get the Unlock Magic spell. Make sure you are ABLE to cast it. Equip yourself and your companions as tough as you can, for you are going to fight with the people who have the weapons themselves. Hard huh? Yeah, it is! With good use of spells and fighting system, you can gain absolute victory with no deaths. Well, to begin with, go north. There are lots of hidden teleporters. When you're teleported twice, try to find a metal door which is magically locked. NEVER go extreme west of the cave. . .you'll meet fireballs. I found a monk there, locked metal doors and NOTHING else. You have to unlock 3 magically locked doors. If you don't have enough Mana, walk around for a while and they'll soon come back. When you walk inside the room, a mage should appear. SAVE your game before doing anything. Good luck with the fighting! Use spells such as Protect All and Heal. Get the keys to open the chests from the dead bodies. Also, you can get the magic armor and weapons from the bodies too. ---------------------------------------------------------------------------- Step 7: Joining the Fellowship Find the Fellowship Hall in Britain. Join the fellowship by talking to Batlin. Get the package from him and deliver it. To get there, you should go the place where the blue moongate near Britain is. It's located somewhere east of Britain. Follow the dirt path east near the moongate till you come to a circular path. Going east here will lead you to Cove. Go north through the swamp until you come to another circular path. Go north. Going east will lead you to Vesper. At the end of the path, you would have come to Minoc. Get your fortune told at the gypsy, Margareta, over there. There is a murder over there too! Grab the dagger at the murder site. Ask about Elizabeth and Abraham. You'll learn that they have gone to Paws. There is also an event going on here, Owen's Monument. This is a Town Sub-Plot. Learn from the Elynor from the FellowShip, that there is an event called Owen's Monument. If you scan the area properly, there will be a green ranger in a hut Southeast of the Caravan, near the Troll Bridges. He will behave very rudely. Talk to the two trainers, Karenna and Jakher, who charge 20 coins each for their training. Enquire about the ranger with Jakher. Confront the ranger with the information you got from Jakher. The ranger will tell you to get the design plans from his house. Do so. Take the plans to Julie and let her examine them. Bring it to the Mayor, and he will stop the monument of Owen. Tell Owen the bad news, and see how he plunges the dagger into his heart. With that solved, just deliver the package, go back to Batlin and find out your second mission. Dungeon Destard is just southwest of the Paws shelter. Go in, have a PEEK at those dragons and go back to Britain. If you want fight those beasts, use a Magebane. They prevent the enemy from casting spells once struck. Join the fellowship at night. There is also some copy protection here. Even though your friends stop you, just go on. Not necessary to wear the Fellowship Amulet. It even causes some folks to attack you. (Like the guy, Thorn, near the bridge over the Lost River) ---------------------------------------------------------------------------- Step 8: Getting the Guardian's Enemies Go to Cove, a place located east of Britain. By following the dirt path EAST of Britain, you should find it in no time. Cross the bridge, follow the dirt path along the polluted river. Go to the house of Rudyom's. Talk to him, get the wand and 4 pieces of blackrock. Also, read his notebook. ---------------------------------------------------------------------------- Step 9: Finding Elizabeth And Abraham Firstly, you have to go to Cove. It is located East of Britain. Just walk along the dirt path East and you'll find it in no time. There, find Rudyom. Talk to him and get 4 blackrock pieces and his wand. You will need this later in the game. Also, read his notebook. Go to Paws. Talk to Feridwyn in the Fellowship Shelter. Ask him about Elizabeth and Abraham. Buy the hourglass from Beverlea in the Antique Shop. Go to Jhelom and talk to Joseph the mayor. You can use a moongate to get here. Just stop when you see coconut-like trees and go north and east when the chance comes. He will say that Elizabeth and Abraham have gone to Britain. Also, talk to De Snel about the serpentive dagger you found in Minoc. Sometimes, the townsfolk may attack you. If they attack you first, go ahead and finish them! But if you attacked them first, guards will come and . . . you should know. You can help Sprellic to win the duel, and earn money in the same way by betting with Ophelia. You can go to Sprellic's house (142S, 68W) and talk to him about the trouble he is in for taking the banner from the Library of Scars. You can have another made by talking to Klifton, the armorer, and have him sew another, or you can fight the duel for Sprellic by being his champion and beating up Vokes and Timmons. Either way, you win, so don't worry if you had a bet with Ophelia. Go to Britain and talk to Batlin. You will find out that Elizabeth and Abraham have gone to Vesper. Go to Vesper. Find Auston and ask about Elizabeth and Abraham. He will say that they have gone to Moonglow. Enter the mines and talk to Cador about Elizabeth & Abraham. SUB-PLOT: If you go into the Gilded Lizard and talk to Yongi, he will tell you how Blorn hates gargoyles. Blorn will ask you to go on a mission for him (it is pretty un-avatar like, but say you will do it. You are supposed to go and rough up a gargoyle, named Lap-Lem, for this bigot.) Lap-Lem will tell you that Blorn attacked him and stole his amulet. Go get the amulet from that schlep Blorn and take it to Lap-Lem. Go to Moonglow (37 South 184 East). Talk to Rankin in the Fellowship Hall about Elizabeth and Abraham and you'll find out that they have gone to Terfin. First find Penumbra in the house with a gold sign plate outside and creepy music, and place a hammer, lockpick, gold ring, spindle of thread and a gold coin. If you're successful, the sign should disappear, and a key should appear in its place. You can open the door. Use a Awaken spell or a potion to wake her up. Place the 4 blackrock pieces on the pedestals in her room and talk to her again. Well, she'll tell you to find the Ethernal Ring. Cast a Mark spell so you can return here instantly after finding the Ring. Not necessary if you have a magic carpet with you so long you know how to get here. Go to Terfin (167 South, 110 East). Talk to everyone especially Draxinusom and Quan. You'll find out that Elizabeth and Abraham have headed to the Meditation Retreat. You'll also find out that the Ethernal Ring is at Spektran, which is North-east of Terfin. Teregus will also tell you that someone is trying to destroy the altars of Control, Passion, and Diligence. He wants you to solve the mystery. Talk to Betra (Co-ord -181S, 117E) and learn that he and Sarpling have access to the kinds of stuff needed to do this deed. In Sarpling's shop (Co - ord - 174S, 125E) you will find a powder keg and a scroll. Read the scroll and ask Sarpling about it. Sarpling will spill his guts to you. Now take the scroll to Teregus and he will tell you to go to Runeb. Do it, but get ready because Runeb will attack you. Go to the Meditation Retreat, located south east of Serpent's Isle. Serpent's Isle is located at South-east of Trinsic. Fly over the walls and talk to Ian if you want and you'll find out Elizabeth and Abraham have gone to Buccaneer's Den. Don't enter the cave for now. Now to find the Time Lord before we pursue them any further. ---------------------------------------------------------------------------- Step 10: CUT! Finding the Time Lord. Go to Empath Abbey. Just follow the path described on how to find the carpet. This time, after crossing the bridge, just follow the path and you'll find it in no time. Talk to Taylor the monk in the BIG building. He will tell you about the Emps and Wisps that live in the woods. For honey, go to Bee Cave (57 North, 54 West). If you don't know where it is, retrace your steps back where you saw two houses, one house built of sticks with a ranger inside or maybe somewhere near, another with a wood-cutter inside. The Cave is North West of the Ranger's house. Get some honey from them. When you've grabbed a honey, just run like hell out of the cave without stopping. Smoke bombs from the monk are also effective against the bees. Now to find the Emps (55 North, 9 East). Fly your carpet on top of the hunter's house. Go directly East from there. It's quite a distance. Fly not walk! The area has lots of giant Silverleaf trees. With the honey you have, you can communicate with the Emps. Talk to Trellek the Emp about finding the Wisps. Trellek will need permission from Saralek who needs permission from Solomon, the Emp leader. Solomon will give you a written agreement to have Ben the woodsman sign to stop the destruction of the Silverleaf trees. Just go to the hunter's house near the ranger's house and get it done. After that, go back to the Emps. Then Solomon will grant you permission to take Trellek to the Wisps but Saralek changes her mind. Talk to Trellek after talking to Saralek and Trellek will make you a whistle. Find a wisp. They can also be found in the abandoned fortress they've inhabited somewhere near Yew woods. Use the whistle near a wisp and it will talk to you. They'll tell you that they will offer you information if you bring them Alagner's notebook. Go to New Maginicia (78 South, 129 East, Alagner's House). Find her in the BIG house. She'll ask you to find the answers to the questions of Life and Death. Cast the Mark spell and acquire a Seance spell . . . It's a MUST. Now to Skara Brae. Located West of Britain, can also be reached by moongate travel, it is home of the Dead. You can identify the Moongate Arrival place by the very close stones near the gate. Simply go west and find the Ferryman. He will teleport you there (through Misty Channel). You can identify the island by its scary look and everything is burnt and brown. Talk to everyone especially Mordra. Get the Mandrake Essence, the glowing potion, an empty vial, a curing potion(yellow) and a potion of invisibility(black) at Mordra's house. Go to the Smith and talk to Trent hammering at something. Get the music box and go to the Dark Tower in the North-West of the isle. Use the music box near Rowena. Take her ring to Trent. Take the finished cage and go to the Alchemist's. Caine won't answer the questions until you destroy the Liche. Plug the three potions and the empty vial into the alchemist instrument and turn the burner on. If you did it right, a sparkling blue-and-white potion should fill up the vial. Take that and the cage to the Dark Tower. Go to the back of the Tower (through the fake wall by the stairs) and use the cage on the Well. Go to the throne room and wait for midnight. When Horance sleeps, use the cage over him and use the potion. Horance says you need to find someone to sacrifice. Talk to Forsythe the Mayor. Now you have to find and talk to EVERYONE in the town, including those who you've talked to already. After everyone refuses to sacrifice themselves, Forsythe will agree. Take him to the Well and destroy it. Go to Caine and learn that there are NO answers to Life and Death. Go to New Maginicia and to Alagner's house. Get the key from her and find the notebook in the BIG house just south of her house, and here comes the detailed solution. Open the storeroom's doors and go to the one on the left. It will teleport you near the right door. Now unlock the door in front of you and enter the room. Flip the switch on the upper left and pick the lock (use lockpick) to the door in the hallway. Now go inside and flip the southern switch and get the magic bow (if you want), and flip the northern switch. Step on the teleporter in the newly opened room, and you will be teleported to the Left side of the storeroom. Walk near the door, and you will be teleported to the right side of the storeroom. Walk around the wall and step on the right teleporter, and you will be teleported to the left side. Flip the switch on the wall and step on the teleporter to the left. Get back to the center teleporter, walk around it, and walk north through the illusionary wall. Now, take the chairs off the table, put a crate down to climb on the table, and get up on the table. Once you are on the table, create a staircase of crates that is 3 steps high. Climb the steps and unlock the door. Get Alagner's notebook and read it. It tells you the Fellowship is a bad thing. Find a wisp. One such wisp should be located in your path to Empath Abbey. Use your Orb to the North-West and go to the Time Lord. He will ask you to go to Dungeon Despise, where you found the magic carpet, to destroy the ether-screwing generator. You will need the Ethereal Ring in Spektran. If you go to Alagner's to return his notebook, you'll find him dead (very dead, actually). (I had this bug that after visiting Alagner a couple of times, I see her dead body and another Alagner too!!) Use his crystal ball and you'll get your first glimpse at the much-sought Elizabeth, Abraham, Hook, and Forskis. Go to Spektran located north east of Terfin. When you approach the door, it should open automatically. Get a glass sword (48 North, 137 East, Guardian's X) and use it to kill the harpy inside the room. Stack the crates to get inside the room above and take the ring. Recall/Go back to Moonglow and get Penumbra enchant the ring. Go to Dungeon Deceit ( 3 North, 177 East). Follow all the hallways and find the false walls (try walking into the dark areas and you'll see what I mean). You can talk to the Cyclops if you want, but it's not necessary. Before you approach the generator, drop all your party members and put on the Ring. Inside the generator is the ugliest, toughest beast in the whole game (he's the one you've been saving the glass sword for). Click on the box in the middle of the room and watch as the generator collapses. There should be a miniature tetrahedron sitting on the ground. GET IT and get out of Deceit. Now Nicodemus (in the "chessboard house" in Yew, near Empath Abbey) is able to enchant your hourglass, which is needed to approach the next generator in Despise. Enchant the hourglass at Nicodemus. Go to Dungeon Despise, the dungeon near the spot where you found the carpet. Go to the first magically locked door, where you got the magical weapons. Don't go in, instead go east and south along the way passing through poison fields, sleep fields . . . You'll find a moongate puzzle inside. The correct sequence is RED, BLUE, BLUE, RED. Pick up the small Sphere and leave (via Recall if possible) One more generator to go! Go back to Meditation Retreat. This place is pretty much a bore, except for the cave that you're not allowed to enter (ooo! are you shaking??). By this point in the game you should have gotten a feel for what the Fellowship is about (nothing good, that's for sure...). In the cave is the Cube generator. You won't be able to approach it, but you should cast the Mark spell so you can beam back later. After reaching the Cube, contact the Time Lord by using the hourglass. He will tell you to find a mineral called Caddellite. This is found on the Isle of Ambrosia. Find Ambrosia (94 North, 187 East, Cave) and go there. If you've been using the map from the game package or the one found in the game itself, you won't be able to see Ambrosia because it's under the little compass icon in the upper right corner. It's a large island and shouldn't be too hard to find. Inside a cave on this island is where the Caddellite is found. A three headed Hydra guards it. Surprisingly the Hydra is a huge wimp and croaks quickly in combat. You'll need one chunk of Caddellite per party member (or just one if you plan on approaching the Cube alone. You can't take your party members inside anyway...). Take the Caddellite to Zorn in Minoc and he will fashion helmets for you. Go back to Meditation again. You may need some healing potions in the Cube. Approach the Cube wearing the helmets. The puzzle inside involves walking on certain spots of the walkway that trigger the bridges to other parts. Trouble is, some spots remove other bridges as well. This could take a page or two on how to solve it, but it would be easier just to tell you to save the game a lot and do it yourself. It's hard, but not impossible. Just look out for the fire fields and fireballs. Another hint: you'll cover almost 100% of the walkways before you're able to get to the center. After the Cube crumbles, take the little cube and head to Buccaneer's Den. ---------------------------------------------------------------------------- Step 11: ACTION! Back to the Chase Go to Buccaneer's Den. It's located East of the swamp. The swamp is located North of Trinsic. Possession of the Cube forces the truth out of people who would normally lie to you, most of them from Buccaneer's Den. Talking to Danag at the Fellowship Branch will reveal much about Hook, Elizabeth, Abraham, and the lousy Fellowship. Talk to Sintag the Guard at the House of Games and get the key from him. The door in the Games leads into the mountain passages where Hook's hideout is. In his hideout, you'll find the navigational plans for the ever elusive Crown Jewel, and the Black Gate key used to get past the barrier on the Isle of the Avatar. GET the key. Also in his hideout is a list of people the Fellowship has eliminated (with you and Lord British yet to go). There's nothing much else in those tunnels, except for some torture chambers used by the Fellowship and a couple worthless prisoners. But . . you can find some magical armor and a magical hammer. Off to the final place . . . THE BLACK GATE! If you're not 8th level by this time and able to cast some major kickass spells, you might want to do some experience collecting before going here. Go to the Isle of the Avatar. The key from Hook's place will allow you to pass the barrier on the south side of the island and get into the dungeon. Go north. You should see a double metal wall. There's a hidden room just west, go in (pass through the wall) and use the lever to open the door. This dungeon is rather long and hard. A couple of tips: * It is not necessary to kill the dragon. Lots of cool goodies though! (Example : a Glass Sword that will be handy soon) * The Chair of Change teleports you to one of 3 places in the dungeon if you sit in it. At each location it takes you, examine all the walls for hidden passages. * Sitting in the Throne of Virtue (or whatever its called) will make the Chair of Change take you to a fourth place, necessary to get to the Gate. * In the "Fellowship Hall" try fiddling with the medallion. * Watch out for the Paladin guarding one of the last doors, he's an asskicker (use a Glass Sword if you have one...). * Take the mage's spell book from his room. It's fully loaded! * If you still can't find the Black Gate room, try looking for any keys you might have missed. Also poke on every wall you see, there's lots of illusionary walls. * To get to the Black gate, there's a hidden room in the fourth place which the Chair Of Change teleports you. In the room, is the transport (circular 7 sided shape) which teleports you to the BLACK GATE!!!! ---------------------------------------------------------------------------- The Black Gate Ah, the gang's all here! After some little bickering, they will attack you. I had troubles winning this battle hand-to-hand until I found a useful little spell called Death Vortex. If you use it, DON'T cast it on an enemy. Cast it on YOURSELF. This spell is useful to say the least. After everyone croaks (except the little weasel Batlin) you'll be left with the choice of returning home, or using Rudyom's Wand (you still have it I hope!) on the Gate. To remove the force field around it, you should see three pedestals surrounding the gate. Put each item you collected, The Cube, Prism and the Sphere on each of the pedestals. The shape should fit on the stones and the field will be taken out. If you are evil, simply enter the gate. Or do a good deed to Britannia and use Rudyom's Wand on the Gate. The animated sequence at the end of the game is kind of short, but completely amazing. ---------------------------------------------------------------------------- ***The Trinsic Cheat Room*** There is a cheat room in Trinsic allows you to get every good stuff and lots more! Experience it yourself!!!!! Just go to Christopher's house which is South- West of the city. Stack crates from inside the house to get to the roof. Go inside the chimney from the north of the chimney, then walk right in! Get more crates. . maybe 5 more. Inside, you'll find lots of stuff, teleporters . . .find out yourself!!! If you need more info, check out my website on the teleporters locations and other stuff. ---------------------------------------------------------------------------- ***The Path to Start the Cheat*** Usually you type ULTIMA7 to start the game right? To use the cheat, simply type ULTIMA7 abcd(ALT+255). The key (ALT+255) looks like a space. Pressing F1 will give you the help file. Anyway the cheat offers Hack Mover, the most fun one, which allows you to move anything blocking your way including walls, roofs, doors and even people!!! Other features include teleporting you to any location on the map, getting your companions together instantly, finding out a NPC 's attributes and creating any item. ---------------------------------------------------------------------------- ***Too Fast??? Not enough memory? Compatibility problems with Win9x?*** For the above solutions, my website has all the utilities and help needed. Check it out: http://www.geocities.com/damn_24 I was satisfied with its performance in my Pentium II 300MHz with 64 MB SDRAM system. If you are getting trouble getting the game to run with satisfying memory requirements, you can also get the zip file at my home page. ---------------------------------------------------------------------------- ***Links*** http://www.geocities.com/damn_24 http://surf.to/ultima7 Official Website for Ganesh's Ultima VII Walkthrough. Check often for updates. Includes LOTS of resources for the fellow Ultima gamer. http://origin.ea.com Like the name says: Official Origin Site ---------------------------------------------------------------------------- ***The End . . is the beginning*** Try playing the game again. There are lots more to discover in the World of Britannia. Dungeons, secret places, mysterious monsters and new people to talk and meet. The magic carpet made the game real easy. Go to my web page http://www.geocities.com/damn_24 for extra information like how to solve town mysteries (from Mitch Aigner's Ultima VII Supplementary Guide) or read the original version of the walkthrough and more! But, as time goes on, I will add on more and more information to this walkthrough including those from Mitch Aigner. So check often. The "Ganesh's Ultima VII Supplementary Guide" project has been combined with Ultima VII Walkthrough by G.Ganesh as you would have noticed the big change. Go for my other works as well: Ultima VII Manual typed out plain and simple! Also visit my other Ultima Sections, Planescape - Torment and Jokes sections. Get the add-ons for Ultima VII, and continue the story. There is also a Ultima VII Map Making Help Guide available. It is up in my site. By the way, if there is any GREAT fan of Ultima VII there, please try out Ultima UnderWorld : The Styian Abyss and Ultima Underworld II : Labyrinth Of Worlds. Then, go up to the 3D age and play Dark Earth, an excellent RPG game. Also, try out Planescape - Torment, another EXCELLENT RPG game. If I have left out anything or you find any errors, please inform me! Thanks for reading this Walkthrough! I hope it has helped you! -By G.GANESH vrani@singnet.com.sg http://www.geocities.com/damn_24 This document Copyright 2001 G.Ganesh