1446 lines
74 KiB
Plaintext
1446 lines
74 KiB
Plaintext
******* Brought To you by The Raven- Freelance Oerative *******
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ULTIMA V
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Part 1
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You, the great Avatar of legend, were enjoying a comfortable
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sleep in your own world. It had been a long time since you <20>
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ventured deep into the Great Stygian Abyss and entered the Codex <20>
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of Ultimate Wisdom. Returning back to Britannia, the world you <20>
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had begun to love as your own, was not as easy as it seemed. The <20>
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gate into Lord British's realm had not appeared since the fateful <20>
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day the Codex returned you to your home.
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But now things are looking pretty grim. I'm sure Iolo has given <20>
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you the story,and those three beings he calls Shadowlords are <20>
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more than enough evidence that Britannia is in trouble. It is <20>
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time to don your armour and carry the Ankh again.
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First of all, my compliments go out to Lord British, who has <20>
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created the best adventure/RPG game I have ever played. He pushes <20>
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the point of realism and has cleared up a lot of the "minor <20>
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things" that were wrong with ULTIMA IV. More importantly, <20>
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however, he has doubled the size. ULTIMA V (in case you may not
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have dug into the game yet) is BIG, but fun!
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Let's get some of the preliminary things cleared up. First of <20>
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all, it will be beneficial to you to open up your "Book of Lore" <20>
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and read it straight through. Pay attention to the section on <20>
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"Virtue" if you didn't play ULTIMA IV. Next, I recommend that you <20>
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memorize the runes in the "Language" section. Several times
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in the game, you will be required to read and/or translate <20>
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messages in runic writing. Having the table committed to memory <20>
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makes things a lot easier. As for the other information <20>
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(geography, economy, etc.), it will help you understand and get <20>
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closer to the detailed and enchanting world you are about to <20>
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enter. Take a peek at the "Ethics" section. You'll soon see how <20>
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Britannia came to be in this shape because of these "laws."
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But behold! There is more: a map, a journal of Lord British's <20>
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fateful trip, aplayer's reference card, and a quick reference <20>
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card. Set the map out where it's comfortable -- for you and for <20>
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it (your map is probably tired of being folded in that dark box): <20>
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You'll be using it a lot. Read the sheet about Lord British's
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trip, then set it aside for later (it will be used to obtain a <20>
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needed item). The player's reference card deserves a read, and <20>
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the quick reference card would do well sitting next to your <20>
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keyboard. There is a list of spells on the back that
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helps considerably.
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NOTE: It is assumed that you have played ULTIMA IV (you should <20>
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definitely do so, if you haven't already), although you need no <20>
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prior experience. The "Create a character" function is self-<2D>
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explanatory; nevertheless, the gypsy's questions may be confusing <20>
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to someone who did not witness the same thing in ULTIMA IV.
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Each virtue represents a class. By repeatedly choosing the virtue <20>Šof the classyou wish, you will e as that class. For example: <20>
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If you're given a choice between Honesty and being humble in some <20>
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way, choose the Honesty response if you want to be a Mage. Since <20>
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there are only three classes in ULTIMA V (instead of eight, as in <20>
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ULTIMA IV), and you're automatically an Avatar (regardless of
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class), the only things that are minimally affected are the <20>
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intelligence, strength, and dexterity stats.
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The introduction fits well with your current location in the <20>
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game. You're inIolo's hut with Shamino (who doesn't look so <20>
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good). Iolo is already in your party. First things first. Let's <20>
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try out some of those spells on Shamino. A few MANIs should do.
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Next, teach yourself good searching habits. Searching is of <20>
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major importance in ULTIMA V. Almost anything can be searched, <20>
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and many things hold items of value and power. Barrels, <20>
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bookcases, beds, vanities, coffers, trunks -- if you see it,
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search it. For example, a barrel in Iolo's barn contains a <20>
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potion. Try to S)earch there. When you're sure you've mastered <20>
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lesson one, it's time for lesson two.
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Lesson Two. What you find is yours, no matter where it is, with <20>
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one exception: food. DO NOT, under any circumstances, get into a <20>
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habit of looting fields or tables for food -- no matter how <20>
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painful those hunger pangs are. "Stealing" food is one of the few <20>
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things in this game that are detrimental to your Avatarhood. The <20>
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best way to obtain food is to buy or summon it. Details on food <20>
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-- a major obstacle in the game -- will be discussed later.
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After picking up any items you might find at Iolo's, exit to <20>
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Britannia. If you're lost, you should be in the northwest corner <20>
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of the map, just east of Empath Abbey. Hike west and find Empath <20>
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Abbey. Enter and utilize your new talent for searching and <20>
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getting. Next comes Lesson Three.
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Lesson Three. Much like ULTIMA IV, talking is essential to the <20>
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game. Similar to the rule of searching, the rule of talking is: <20>
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If you see someone, talk to him or her and use the general topics <20>
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to extract as much information as possible. JOB is the most <20>
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useful starting point. JOIN works, but for most of the
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characters you won't need it, since they ask you if they may join <20>
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you. As with the rule of taking, there is an exception. Don't try <20>
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to talk with guards in towns. More often than not you'll end up <20>
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in the slammer or out a goodly sum of gold.
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Inside Empath Abbey you should begin to draw some conclusions: <20>
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Think about what is going on, who is corrupting who, where to go <20>
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for further information, etc. When you feel you've talked to <20>
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everyone you can, hang around in the kitchen. Julia, an old <20>
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companion, wants to join you. If you wish, pick her up. <20>
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Also, Toshi, a bard, would like to join. Be picky with whom you <20>
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let join because there are only six slots, and you will be <20>
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meeting all seven (actually eight) of your former companions. <20>
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Exit Empath Abbey and head east onto the road.
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Š Follow the road around to Yew. This will be your first <20>
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experience with Blackthorn's tyranny. Upon entering (after <20>
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passing the signs bearing Blackthorn's law of justice) a guard <20>
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should beset you. Just this once, let him
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approach you and demand a fine. Refuse to pay, but go with him <20>
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quietly. You end up in a cell in Yew any time you are caught in <20>
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the above manner. Here you can talk to your fellow prisoners and <20>
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learn how to get keys. Always be kind, and always be on the <20>
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lookout for help.
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After receiving your keys, head north through the secret door <20>
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behind the bed. Jaana is in the underground, as well as rats and <20>
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a silver sword. Search, search, search! After you escape, head <20>
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over to the father and son "criminals" in the manacles (be <20>
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careful to avoid the guards!). Talk to them and learn of <20>
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their plight. This, for me, was the first example of Blackthorn's <20>
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evil perversion of the virtues. Think about it, then prepare <20>
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yourself to battle evil. Be an Avatar, and release the two poor <20>
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souls.
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From here, you're on your own. T)alk and S)earch. Here are a few <20>
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things to listen for: the Resistance (a bartender can help with <20>
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this one); Lord British's items; the names of the Shadowlords; <20>
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the locations of the shards; and the Words of Power. There is <20>
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much more to do in the game, but these are the main subjects you <20>
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will need to acquire and learn before you can successfully <20>
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complete your quest. Good luck!
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After many days in Britannia, you will begin to encounter the <20>
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single most frustrating problem of the game: lack of food. A <20>
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spell, IN XEN MANI, can be found in Moonglow and allows the <20>
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creation of a meager amount of food. Unfortunately, the quantity <20>
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is not worth the price of the spell. A few suggestions follow to <20>
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help alleviate the problem:
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1. Don't carry a full load of people until you carry a full load of gold.
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2. Moonglow and Britain usually have the best prices for food: <20>
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Stock up when in town.
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3. Save the game at milestones. If you feel you've wasted your <20>
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food floating at sea, turn the computer off and come back.
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The food problem soon leads to a development of the philosophy <20>
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of the "ULTIMA Chain." Everything starts at the bountiful <20>
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encounters of the night. To survive, it will be necessary for you <20>
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to fight as often as you can. Land monsters, such as Ettins, <20>
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Headlesses, and Trolls, are the best monsters to attack, <20>
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especially when you compare the difficulty to defeat them with <20>
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the treasure you receive for your efforts. From these encounters, <20>
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you'll gain a tiny amount of food, and a tremendous amount of <20>
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weapons and armour. Stockpile equipment, and then sell it.
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This brings you gold. And we all know what gold brings you, right?
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Š
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ULTIMA V
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Part 2
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Iolo's hut is just one of the many interesting places you will <20>
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visit in yourQuest of the Avatar. You will encounter two castles, <20>
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eight major towns, six villages, four lighthouses, three major <20>
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keeps, four minor keeps, four huts, and the Codex. Most of these <20>
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locations are in the same places in Britannia as they were in <20>
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ULTIMA IV. The major exceptions are the keeps, huts, lighthouses, <20>
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and one of the castles. It is helpful to use the map provided in <20>
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the game box. Pin tags on it showing the names of the specific <20>
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locations, dungeons, and shrines as you visit them. This helps <20>
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when you need to return to a specific location.
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In each of these places, it is imperative that you search the <20>
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buildings and environs thoroughly and talk extensively with all <20>
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the inhabitants, if you are to succeed in ULTIMA V. The order in <20>
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which you visit the locations cannot be set precisely, so a step-<2D>
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by-step walkthru is impossible. In some cases, conversations at <20>
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one location will lead you to another, and then back again toget <20>
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all the information you need for a particular situation. It is <20>
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suggested, however, that after investigating Iolo's surroundings, <20>
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you travel south and east to Brittany Bay, and begin your <20>
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investigating at Lord British's Castle.
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Of course, during your travels, visitations, and investigations, <20>
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you will be building your group's attributes so that you will be <20>
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ready for the final quest: the assault on Doom. Since there is no <20>
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real order to visiting, this walkthru will take the locations in <20>
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basically the order listed above, and discuss the major features <20>
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and personalities in each. One word of caution: Do not eat the <20>
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food from the tables or take food from the fields. This is the <20>
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only activity that can have a negative effect on the "growth" of <20>
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your party. Otherwise, you can search and take all you want. Be <20>
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sure to search all trees, stumps, chests, furniture, etc. <20>
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Additionally, you can back out of fights without penalty in this
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game. Occasionally, when you enter a town you will be told, "An <20>
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air of __ surrounds you!" When this happens, leave the town <20>
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immediately (unless you like frustrating experiences). This <20>
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simply means that one of the Shadowlords is in residence, and he <20>
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will keep you from getting good answers, even disallowing the <20>
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people to talk to you. If you persist, the Shadowlord will attack <20>
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you, and, believe me, you cannot win that fight. Usually you can <20>
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exit the town, camp for the night, and re-enter the town the next <20>
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day. There is one other general note: Some of the people will not <20>
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talk with you completely until you have finished several of the <20>
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Shrine Quests. One other suggestion: Mapping the towns, <20>
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villages, and buildings is helpful in locating hidden doors and <20>Špassages, as well as in saving yo time used to retrace your <20>
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footsteps. Now, let's get on with the specifics.
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THE CASTLES
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Lord British's Castle is located just where it was in ULTIMA IV <20>
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-- right on Brittany Bay. Only now, after years of peace and <20>
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prosperity, it has grown. The building consists of five levels <20>
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and has some interesting things and people in it.
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LEVEL 1 (MAIN FLOOR)
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The major features here are a kitchen and a stable. You won't <20>
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get much information here from either Stephen (the Cook), or <20>
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Treanna (the Stable Girl), although the latter may help you <20>
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later. There is a locked door off the corridor outside the stable <20>
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which leads to the outside. If one of your party has enough <20>
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dexterity to unlock this door, you can mount a horse here, and <20>
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ride out of the castle. In the northern corridor, there is a door <20>
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to the outside that is locked. Don't worry with it or waste your <20>
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time. Those of you who played ULTIMA IV will recall that one of <20>
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the dungeons had an entrance in the back of this Castle. It is <20>
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not there in ULTIMA V. This exit to the castle can be used to get <20>
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back to the great outdoors, but only if: 1) you can open the <20>
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door, and 2) you have the flying carpet to get over the stream. <20>
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In each corner of the castle, there are towers with up and down <20>
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ladders. Down leads to the Basement.
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THE BASEMENT
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On this level you will find the North Star Armoury, proprietor <20>
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Max Engle, the jail, and several storage rooms. In the armoury <20>
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you will be offered some nice pieces of equipment, if you can <20>
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afford them. The magical shield is quite nice, but very <20>
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expensive. In the storage rooms (if you can get in), search all <20>
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the containers. There should be some interesting artifacts <20>
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available. By the way, some of the hidden special items will <20>
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regenerate when you leave the building and town; others will not. <20>
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Now, about the locks. Some are magical and will require either <20>
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Skull Keys or the IN EX POR spell to open. Don't waste keys when <20>
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you are told that the key broke. You either don't have enough <20>
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dexterity yet, or the door is sealed with magic. There are three <20>
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doors in the Jail: Behind the right there is nothing, the middle <20>
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holds a nasty prisoner who gives no real hints or service (he <20>
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will fight you if you let him out), and the left is a mystery <20>
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this Avatar never solved. If you get the door open, there is a <20>
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stone wall! Don't waste time, spells, or keys in this area. Go <20>
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back to a tower and go up twice.
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LEVEL 2
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Here you will find lots of rooms to explore, but little of <20>
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value. There is a kitchen, cook's room, dining room, banquet <20>
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room, guard barracks, throne room (empty), and banquet hall. <20>
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There is a secret passage running down the middle of the level <20>Šwith entrances to the banquet hall,ne room, and kitchen. As <20>
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far as I could determine, there was no real value to this <20>
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passage. It required a lot of keys and spells to finally solve <20>
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with no gain. You may encounter Desiree on this floor. In <20>
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chatting with her, she will tell you that Lord Stuart (he is in <20>
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Moonglow) is working on a magic spell to create food. More on <20>
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this later. Go back to a tower, and go up once.
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LEVEL 3 (THE ROOF)
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What a view from the battlements! Although not of any real value <20>
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but cute: Go to one of the cannons and F)ire it. You can actually <20>
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move them around, but they have no use. DO NOT try to use them on <20>
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the guard (who will try to keep you from entering the center area <20>
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of the roof). As a matter of fact, do not, repeat, DO NOT kill <20>
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the guard. You may not get out of the Castle alive. By the way, <20>
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this warning applies to all places in Britannia (don't fight or <20>
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kill the denizens unless they assault you first). Okay, if you <20>
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can't kill the guard, how do you get by him? Play a waiting game <20>
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until you can't see him, and then sneak to the center of the <20>
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roof, where you will be faced with a door you can't open! The <20>
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sign says this is Lord British's apartment. You will need the IN <20>
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EX POR spell or a Skull Key to gain entrance.
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Right inside this entrance you will see a carpet on the floor. <20>
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Get it! You now have a flying carpet, which is one of the most <20>
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useful modes of transportation in this game. By the way, it <20>
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regenerates when you leave the castle, which means if you lose <20>
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the one you have, you can return for another. Search the room <20>
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thoroughly. If you have mapped the roof, you will see that the <20>
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room and the outside walls do not match. Go through the <20>
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fireplace. Ah ha! A secret room! Search and take potions/scrolls <20>
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you are offered. Again, look at the diagram. There is still an <20>
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area in the northeast corner unaccounted for. Go back in the <20>
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room, sit down at the harpsichord, and play the tune you were <20>
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taught by Lord Kenneth in the Grayhaven Lighthouse. (On your <20>
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keyboard type 6 7 8 9 8 7 8 7 6 7 6 5 3, in that order.) There <20>
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will be a rumble, and a secret door in the northeast will be <20>
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revealed. Enter the room, and take the box. Don't waste your time <20>
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trying to use it, open it, etc. Just take it and keep it with you <20>
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until you get to the end of the game. Its use will be made <20>
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apparent to you then. From the apartment, you can go up to the <20>
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final level, which is the observatory.
|
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THE OBSERVATORY
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On the roof of Lord British's apartment, you will find a <20>
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telescope and flag. If it is night, look through the telescope at <20>
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the stars and comets. The comets represent the Shadowlords and <20>
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the stars/planets represent the eight towns of Britannia. The <20>
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Shadowlords will be occupying the towns to which the comets are
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closest.
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That's it for this Castle. Exit the penthouse and go to the <20>
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nearest tower, go down to main floor, and exit. A couple of <20>Šinteresting points about this buildinere are not a lot of <20>
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people to talk to, nor are there many clues which will help you <20>
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in the rest of the game. The other interesting feature is if you <20>
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and your party are killed during your travels, you will be <20>
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resurrected by Lord British, and you will find yourselves on the <20>
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top level of this Castle with all your hit points restored and <20>
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||
all your possessions intact. Additionally, if you are ready for <20>
|
||
advancement, you will get that honor from LB during the ceremony. <20>
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||
Actually, it is worth dying just for the show.
|
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BLACKTHORN'S CASTLE
|
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You will not be able to reach this location until you have <20>
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sufficient funds to buy a ship. Secondly, you should not even try <20>
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||
to assault this bastion of evil until you have acquired the Black <20>
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||
Badge and learned the password of the Opposition. Wearing the <20>
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badge and giving the password when asked will allow free passage <20>
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||
around the castle in search of Lord British's Crown. By the way, <20>
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the Badge will be given to you by Elistaria (located in Windemere <20>
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Keep) when you give her the password for the Opposition (IMPERA), <20>
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which you you will learn from Judge Dryden in Yew, after you've <20>
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talked to Tactus in Minoc. Confused? Just goto Windemere Keep <20>
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with this information, and ask Elistaria about the opposition. <20>
|
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You have all the information you need to get the Badge. She will <20>
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||
tell you that Thrud has other items. Don't bother. It's a sword <20>
|
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and shield of dubious value. Also, if you have talked to Toede (a <20>
|
||
prisoner in the Serpent's Hold), you will have been told to <20>
|
||
beware of trapdoors in Blackthorn's Castle. How true! These <20>
|
||
devilish traps are located in most hallways, and can be very <20>
|
||
frustrating. You can try to avoid them (in the Apple version, you <20>
|
||
can see little red dots surrounding squares that have trap doors <20>
|
||
in them), or you can travel the corridors on the magic carpet.
|
||
|
||
There is one other way to get around Blackthorn's domain without <20>
|
||
the subterfuge afforded by the Badge. It is called sneaking, but <20>
|
||
when you're caught (and you will be!), you'll be taken to the <20>
|
||
dungeon and tortured until you tell Blackthorn what he wants to <20>
|
||
know. In this process one of your party -- Shamino or Iolo <20>
|
||
usually -- will be sacrificed. You will be put in a cell with <20>
|
||
Gorn, who will offer you some information if you will let him <20>
|
||
join your party. Okay, take him up on the offer. He will tell you <20>
|
||
how to escape from the castle using secret passages and doors. <20>
|
||
Specifically, he says: "There is a secret door behind me.
|
||
Klimb to the roof, and sneak down the northern ladder. In <20>
|
||
Blackthorn's bedroom there is a secret door. Klimb down the <20>
|
||
ladder to the other side. Go through the secret door to the <20>
|
||
north, down another ladder, and out the back gates. Wait there <20>
|
||
until morning, when the drawbridge is lowered, and flee for our <20>
|
||
lives." Confused? So was this Avatar. That is why I chose to do <20>
|
||
this part of the game with the Badge and Password. Additionally, <20>
|
||
I didn't care for Gorn and preferred my old friends, Shamino and <20>
|
||
Iolo. By the way, Hassad, one of the former Council Members, is <20>
|
||
imprisoned here. He can give you the Word of Power -- MALUM -- to
|
||
open the Dungeon Wrong.
|
||
|
||
Š Blackthorn's Castle is made up of many rooms, confusing <20>
|
||
stairways, and lots of locked doors. Interestingly, most of the <20>
|
||
doors can be opened only with skull keys. But don't waste them; <20>
|
||
they are too hard to come by. Since it is really not necessary to <20>
|
||
explore this whole castle, I will not give a complete floor-by-<2D>
|
||
floor description, but I'll leave that to you if you want to do a
|
||
complete exploration some time.
|
||
|
||
Wearing the Black Badge, take Gorn's advice and enter the Castle <20>
|
||
from the rear. Here you will find a hallway with doors to the <20>
|
||
east and west, and stairs going up to the south. The western door <20>
|
||
leads to a Stable. Be careful! There are two trapdoors in the <20>
|
||
center of the hallway. Walk next to the wall all the way south, <20>
|
||
then take the stairs up. In this room you will see stairways in <20>
|
||
the northeast, northwest, southeast, and southwest corners. You <20>
|
||
will also see an individual sitting in a chair. If you talk to <20>
|
||
him, you'll find he is Weblock, a mysterious old mage who offers <20>
|
||
to help, but who really won't! Anyway, take either the
|
||
northwest or northeast stairway up to Level 3.
|
||
|
||
It makes no difference whether you enter this level from the <20>
|
||
northwest or northeast stairway on Level 2. Let's assume you <20>
|
||
entered using the northeast stairs. (If you use the northwest <20>
|
||
stairs, just reverse the following instructions.) Go east as far <20>
|
||
as you can. Go south through the room of columns, and continue <20>
|
||
south past the fountain, as far as you can. Turn west and go to <20>
|
||
the first door going north. Enter the room. Wow! Blackthorn's <20>
|
||
throne room. Are you in trouble? No, just stay to the side, and <20>
|
||
go all the way north, turning to the center of the room, then <20>
|
||
west to the door. Go north, and you are in Blackthorn's bedroom. <20>
|
||
Take the time to search everything here, and get all the <20>
|
||
"goodies." You have earned them! To the north there are stairs to <20>
|
||
the roof; use them.
|
||
|
||
You are on the northern wall of the Castle. Board your Carpet <20>
|
||
because there are trapdoors in all four of the corner towers. <20>
|
||
Just to be sure, travel along the walls. Go either west or east, <20>
|
||
then south, then either west or east to the center of the <20>
|
||
southern wall, and the walkway that leads to Lord British's <20>
|
||
Crown. You will cause the Gargoyles to come alive and attack you. <20>
|
||
If you're strong enough, you should be able to kill them easily; <20>
|
||
as an alternative, have one of your party equipped with a Ring of <20>
|
||
Invisibility, and remove all the others from the battle. The <20>
|
||
Gargoyle with think everyone has gone, and he will leave, too. <20>
|
||
You have beat him and have access to the Crown. Open the door <20>
|
||
using a skull key. (Again, magic won't work here.) Stay on your <20>
|
||
carpet, and get the Crown. That's it. Exit by reversing your <20>
|
||
route. As long as you keep the Black Badge on and speak the right <20>
|
||
password to any guard who stops you, you will be able to get out
|
||
with no problem.
|
||
|
||
Now that you have completed this quest, TAKE OFF THE BLACK <20>
|
||
BADGE! There aremany good people in the land who will not talk to <20>
|
||
you if you are wearing it.
|
||
|
||
Š
|
||
|
||
|
||
|
||
|
||
ULTIMA V
|
||
Part 3
|
||
|
||
THE MAJOR KEEPS
|
||
|
||
These buildings were in ULTIMA IV, but they have changed greatly <20>
|
||
in the years since that scenario. There are three such keeps: <20>
|
||
Empath Abbey, The Lyceum, and Serpent's Hold.
|
||
|
||
Empath Abbey can be found in the northwestern part of the main <20>
|
||
continent. This keep represents LOVE. There are two levels to <20>
|
||
this keep. Searching them will reveal the major features: a <20>
|
||
healer on the first level, and the Flame of Love (on the second <20>
|
||
level on a balcony off the northern wall). From Tim, the Keep's <20>
|
||
Bard, you will learn about Sir Kenneth, the court composer, and <20>
|
||
where he can be found. Lady Barbara is the Keeper of the Flame of <20>
|
||
Love. Lord Michael will discuss the principles of Love, give you <20>
|
||
the Grapple, and reveal the name of the Shadowlord of Hatred: <20>
|
||
ASTAROTH.
|
||
|
||
The Lyceum is located on the same island as the town of <20>
|
||
Moonglow, and is due east of Brittanny Bay. This keep stands for <20>
|
||
TRUTH. The building has three levels. It contains a stable, a <20>
|
||
pub, a healer, a library, and the Flame of Truth. The stable is <20>
|
||
on level one, the healer and pub are on level two, the Flame of <20>
|
||
Truth is in a room to the north of the throne room, and the <20>
|
||
library is in the northwest quarter of level three. There is <20>
|
||
nothing hidden in this keep. Lady Hayden and Lord R'hien will <20>
|
||
share some philosophical views of the state of the land with you. <20>
|
||
Lady Janell will give you the information on the twins in Cove, <20>
|
||
who can help you reach the Shard of Falsehood. Shalineth, the <20>
|
||
Lord of the Keep of Truth, reveals to you the name of the <20>
|
||
Shadowlord of Falsehood: FAULINEI. Rollo, The Lyceum's scribe, <20>
|
||
validates the final travels of Lord British -- a loose hint about <20>
|
||
the location of the Amulet if you have accurately strung all
|
||
the other clues together.
|
||
|
||
Serpent's Hold is on an island at the far south of the realm. <20>
|
||
This keep stands for Courage. The building has two levels above <20>
|
||
ground, and an underground area. Exploring them will reveal an <20>
|
||
armoury (with standard fare), a dungeon, and the Flame of <20>
|
||
Courage. The basement level houses the Flame of Courage, and a <20>
|
||
couple of secret doors and corridors which have nothing of real <20>
|
||
interest behind them. The armoury and dungeon are on the main <20>
|
||
level. On the second level is a training room and the throne <20>
|
||
room. Lord Malone, the Lord of the Keep, reveals the name of
|
||
the Shadowlord of Cowardice: NOSFENTOR. In the training room, <20>
|
||
Monsieur Loubet, the fencing master, tells you that a magic <20>
|
||
carpet can be secured from Bandaii in Paws. In the dungeon, Toede <20>
|
||
(a prisoner there) tells you to beware the trapdoors in Lord <20>ŠBlackthorn's Castle, which he helped ruct. Kristi, the cook <20>
|
||
for the Keep, will sell you some Skull Keys. Buy them! At 100 <20>
|
||
gold pieces, they're a bargain! Gardner, the keeper of the Flame <20>
|
||
of Courage, tells you where to locate the Shard of Cowardice from <20>
|
||
the Underworld entrance to the Dungeon Hythloth. He gives you the <20>
|
||
coordinates L'A"-L'I" and explains that the area is composed of <20>
|
||
many small chambers, which require magic (IN POR) to reach, and <20>
|
||
lots of exploration to locate the Shard.
|
||
|
||
THE TOWNS
|
||
|
||
The eight towns -- Britain, Yew, Jhelom, Minoc, Moonglow, New <20>
|
||
Magincia, Skara Brae, and Trinsic -- are in the same locations as <20>
|
||
they were in ULTIMA IV. For those who did not play the previous <20>
|
||
scenario, this walkthru will pinpoint their locations for you.
|
||
|
||
BRITAIN
|
||
|
||
Britain is located on Brittany Bay just to the west of Lord <20>
|
||
British's Castle. In the town you will find a full service inn <20>
|
||
(food and lodging), and an armoury. This armoury will provide you <20>
|
||
with a magical bow (if you can afford it) and other fine wares. <20>
|
||
The Inn has two stories and is worthy of exploration. Food can
|
||
be purchased in the tavern section of this inn. Also in town, you <20>
|
||
will find the Bard Gwenno, who will join your party if asked. You <20>
|
||
will also learn the Mantra of Compassion (MU) in town. The major <20>
|
||
personalities and the clues they will give
|
||
you are:
|
||
|
||
Greyson: He tells you about the guardians of the Codex. He warns <20>
|
||
you that only those on a sacred quest can be granted passage to <20>
|
||
the Codex. What he means is that unless you have visited a Shrine <20>
|
||
and received the Quest, you cannot visit the Codex to get the <20>
|
||
information you need to complete the Quest.
|
||
|
||
Terrance, a soiled farmer: He is located in the Orchard and will <20>
|
||
tell you to ask the owner of the Arms of Justice in Yew about the <20>
|
||
Resistance.
|
||
|
||
Telila, the cleaning lady: She is in the Inn and will tell you <20>
|
||
about a strange man, Annon, who spends his days alone on the <20>
|
||
balconies. Additionally, say the word Gossip to her, and she will <20>
|
||
give you a very important clue about finding the Mystical Arms <20>
|
||
and Armour. She will relate a conversation she overheard
|
||
involving a man named Bullwier from Jhelom.
|
||
|
||
Annon, a wizard and former Council member: Probably the first <20>
|
||
time you meet Annon, he will be most reticent with you unless you <20>
|
||
have completed a couple of the Shrine Quests. He will tell you <20>
|
||
that he does not trust your virtue. Once he opens up, he will <20>
|
||
give you the Word of Power (FALLAX), which can be used to unseal <20>
|
||
the Dungeon Deceit. He tells you that the eight dungeons were <20>
|
||
sealed with these words of power, but Blackthorn is hunting down <20>
|
||
the former Council members to obtain the words so he can unleash <20>
|
||
the horrors from the dungeons. He will also tell you that the <20>Šdaughter of another Council Member was a sailmaker. "Ask the <20>
|
||
child about her mother, for she knows one of the Words of Power." <20>
|
||
The child is Fenelon. She is in Minoc, and her mother is Fiona, <20>
|
||
who runs the Poorhouse there.
|
||
|
||
Eb, a young boy: He is the busboy in the tavern in the inn. He <20>
|
||
will help you find the Glass Sword by telling you to talk to <20>
|
||
Malik in Moonglow.
|
||
|
||
YEW
|
||
|
||
Yew is located in the northwest part of the main continent of <20>
|
||
Britannia, and it may be the first town you encounter after <20>
|
||
leaving Iolo's hut (located in the deep woods just to the south <20>
|
||
of this town). Yew and Empath Abbey are connected by a road; one <20>
|
||
of the Moongates is located between the two locations. The town <20>
|
||
itself has two levels. You can secure the Mantra of Justice (BEH) <20>
|
||
here. On the main level, you will find an armoury, an apothecary <20>
|
||
(reagents), a tavern, a cemetery, and a hall of administration <20>
|
||
and justice. By the way, avoid the guards. They will want to take <20>
|
||
your money as a donation to "charity." If you don't give <20>
|
||
willingly, you will be attacked! At the Arms of Justice, you can <20>
|
||
purchase a magical axe. This is probably the best weapon in the <20>
|
||
game, and I would recommend that all members of the party be <20>
|
||
equipped with one as soon as you can afford to do so.
|
||
|
||
Obviously, food is available in the tavern. Madam Pendra's <20>
|
||
Apothecary offers Sulfur Ash, Ginseng, Garlic, Spider Silk, and <20>
|
||
Blood Moss. If you enjoy translating the language of Britannia <20>
|
||
(which I found to be a pain), explore the cemetery and read the <20>
|
||
headstones. By the way, there is a secret exit in the wall in the <20>
|
||
northwest corner of the cemetery. It can be handy if you are <20>
|
||
running from the guards. The administrative offices also contain <20>
|
||
the town's jail. There is a trapdoor here which will take you to <20>
|
||
the lower level (see below). On this level you will meet and talk <20>
|
||
to:
|
||
|
||
Jerone: He is a prisoner in the Hall of Justice jail. He tells <20>
|
||
you about "seeing" Lord British as an apparition while <20>
|
||
adventuring. This is a loose hint about how LB will visit and <20>
|
||
bestow advancement on your party when you camp and rest "before <20>
|
||
the campfire."
|
||
|
||
Chamfort, a hearty Blacksmith: He owns the Arms of Justice and <20>
|
||
can tell you about the Resistance if you remember who (Terrance <20>
|
||
in Britain) told you about him. He will give you the password <20>
|
||
(DAWN) for the Resistance and tell you to talk to Landon, who is <20>
|
||
the local leader. He can be reached through the fireplace, which <20>
|
||
leads to a secret passage in the lower level.
|
||
|
||
Mario and Aleyn: This father and son are prisoners in the public <20>
|
||
shackles. Talk to them, then unlock and free them as an act of <20>
|
||
kindness.
|
||
|
||
Judge Dryden: He is in charge of running the town and will help <20>Šyou get into the Oppression. Ask bout the Chain of <20>
|
||
Oppression. He will want to know who sent you (Tactus in Minoc). <20>
|
||
He will then tell you to see Elistaria "on the northern-most isle <20>
|
||
of Britannia." Tell her the password IMPERA when you see her.
|
||
|
||
Graymarch: He is a prisoner who is concerned about <20>
|
||
his son Froed (Skara Brae).
|
||
|
||
Felespar: This old wizard is also a prisoner, and you will find <20>
|
||
he was a Council Member. If you know the password for the <20>
|
||
Resistance, he will give you one of the Words of Power (VILIS), <20>
|
||
which will open Dungeon Despise.
|
||
|
||
Now, go to Chamfort's quarters, enter the fireplace, and go to <20>
|
||
the lower level of Yew. Follow the passage north as far as you <20>
|
||
can go, then east to the junction with a passage going south. <20>
|
||
Take the passage south. You have found the secret quarters of <20>
|
||
this Yew's Resistance movement. Here you will meet Jaana, who is <20>
|
||
a good addition for your party. She will add magical powers to <20>
|
||
your group, which will be needed later. Go back to the east/west <20>
|
||
corridor, and continue east. The next passage to the south leads <20>
|
||
to what looks like a blank wall. Search, and you will find a <20>
|
||
secret door. Don't bother with it. This room is under the jail <20>
|
||
and has a rat in it. If you have fallen through the trapdoor in <20>
|
||
the jail above, this is the room in which you landed. You can get <20>
|
||
out by opening the secret door. Go back to the east/west corridor <20>
|
||
and continue east to the final southern passage and stairs up. <20>
|
||
You can go south, dispose of the rats, and search the barrel if <20>
|
||
you want. Go up the stairs. You will be in an east/west passage, <20>
|
||
which is actually a secret route between the cells in the jail. <20>
|
||
There is a secret door in the exact middle, which will put you <20>
|
||
into the middle cell in the jail where Jerone is incarcerated. In <20>
|
||
this passage you will probably encounter Landon, who will tell <20>
|
||
you that Blackthorn has Lord British's Crown in a room at the top <20>
|
||
of his castle. He warns you that Blackthorn prohibits magic from <20>
|
||
being used in his castle, and tells you to seek out Sir Simon "on <20>
|
||
a mountain isle, west of the Spiritwood."
|
||
|
||
JHELOM
|
||
|
||
Jhelom is located on an island to the southwest of the main <20>
|
||
continent. There is a moongate located here. The town itself is a <20>
|
||
single level; however, each of the buildings -- armoury, inn/pub, <20>
|
||
and shipwright -- all have second floors. Each of the corner <20>
|
||
towers has two stories. The towers are entered by going to either <20>
|
||
the southeastern or southwestern corners, then by going up to the <20>
|
||
top level, and traveling the walls. Really, there is little to be <20>
|
||
gained in these towers.
|
||
|
||
The main thing here is the northwestern tower. This is the home <20>
|
||
of Goeth, whowas one the Council Members. He is difficult to talk <20>
|
||
to, since you need to reverse your words with him. In addition to <20>
|
||
giving you one of the Words of Power (INOPIA) which opens Dungeon <20>
|
||
Destard, he will tell you the secret of the Moonstones. He tells <20>
|
||
you to stand at a moongate until just after it closes, then <20>Šsearch for and take the stone. The ston then be planted <20>
|
||
elsewhere and used for travel. This is most important when you <20>
|
||
begin to search the Underworld for the Shards, since in a couple <20>
|
||
of cases, it may be the best (or only) way to return to the <20>
|
||
surface.
|
||
|
||
Other people of interest:
|
||
|
||
Thorne, a battle-worn fighter: He will give you the Mantra of <20>
|
||
Valor (RA). He will also give you great help with Dungeon Destard <20>
|
||
by telling you to push on and shoot at walls and torches across <20>
|
||
chasms.
|
||
|
||
Bullwier: He tells you that Ambrose (who is recuperating in <20>
|
||
Cove) was injured while searching for the Mystical Weapons and <20>
|
||
Armour. Ambrose is evidently only lucid for about an hour each <20>
|
||
evening around midnight.
|
||
|
||
Trian, a young minstrel: He tells you about Goeth's speech <20>
|
||
impediment (or dementia), and tells you about Thorne and the help <20>
|
||
he can give.
|
||
|
||
MINOC
|
||
|
||
Minoc is located far north and east of the main continent. There <20>
|
||
is a moongate in the vicinity, and its harbor is protected by <20>
|
||
Lighthouse Stormcrow. The town is one level with an armoury, <20>
|
||
shipwright, and healer having second floor living quarters. You <20>
|
||
will find the Mantra of Sacrifice (CAH) here. There is also a
|
||
Mission for the poor here. The people and important clues:
|
||
|
||
Tactus, an obvious follower of Blackthorn's: Ask him about the <20>
|
||
Oppression and he will direct you to Judge Dryden in Yew.
|
||
|
||
Fenelon: She makes sails for Captain Blythe and is the daughter <20>
|
||
of Fiona. She will tell you that the guard is off at lunch time <20>
|
||
and at night, and that you should enter and leave the town then <20>
|
||
to avoid him.
|
||
|
||
Fiona: She runs the Poorhouse and was a former Council Member. <20>
|
||
She will give you the Word of Power (INFAMA) to open the Dungeon <20>
|
||
Shame.
|
||
|
||
The Beggar: Give him some charity, and he will tell you about <20>
|
||
Shenstone the Armourer who sneaks around town at noontime. If you <20>
|
||
follow Shenstone, he will lead you to a tree in the northwestern <20>
|
||
corner of Minoc. Search the tree, and get some badly needed Skull <20>
|
||
Keys.
|
||
|
||
MOONGLOW
|
||
|
||
Moonglow is located on a large island due east of Brittany Bay. <20>
|
||
On this island is The Lyceum and a moongate. Lighthouse Waveguide <20>
|
||
is just to the west of the island. Moonglow is one level with <20>
|
||
towers and walkways that have two levels. Actually, there is <20>Šlittle of interest in these towers. Ee them if you like. Let <20>
|
||
me stress the words of caution given earlier: Avoid the guards! <20>
|
||
The town's main attractions are a tavern and an apothecary. <20>
|
||
Reagents (Ash, Garlic, Nightshade, Ginseng, and Mandrake) are <20>
|
||
probably as inexpensive here as anywhere in the domain. In the <20>
|
||
Tavern you will meet Lord Stuart, who will tell you about the <20>
|
||
Spell to make food. It is a second circle spell (IN EX MANI) and <20>
|
||
requires Ginseng, Garlic and Mandrake. Actually, food created <20>
|
||
this way is very expensive. The use of this spell is recommended <20>
|
||
only in a major pinch. The Gypsy will give you the Mantra of <20>
|
||
Honesty (AHM). Zaccariah, who tends the Observatory atop the <20>
|
||
central tower in this town, explains a little about Astronomy, <20>
|
||
and tells you about Goeth in Jhelom, who "can tell you about the <20>
|
||
Moonstones." He is also a former Council Member, who can give you <20>
|
||
the Word of Power (AVIDUS) to open Dungeon Covetous.
|
||
|
||
NEW MAGINCIA
|
||
|
||
New Magincia is located on a small island in the east part of <20>
|
||
the ocean between Brittany Bay and Moonglow. There is a moongate <20>
|
||
nearby. This town has been established on the ruins of Magincia, <20>
|
||
which was destroyed prior to the ULTIMA IV scenario. It is a <20>
|
||
farming community. There is a tavern where you can buy food. <20>
|
||
Otherwise, its prime importance is the conversation its citizens <20>
|
||
can offer. The people of New Magincia move from place to place <20>
|
||
depending on the time of day. Most of their conversation is <20>
|
||
philosophical and political about the problems in the realm <20>
|
||
caused by the loss of Lord British, and the rise to power of <20>
|
||
Blackthorn. Shirita, who tends the cemetery, tells you about the <20>
|
||
history of New Magincia, and tells you to visit the town's <20>
|
||
recluse for some information about the virtue of Humility. The <20>
|
||
recluse, Wartow, gives you the Mantra of Humility (LUM). Kaiko <20>
|
||
relates to you the story of Hassad, one of the former Council <20>
|
||
Members, who spent time with them during his flight from Skara <20>
|
||
Brae, before Blackthorn caught him and imprisoned him in Castle <20>
|
||
Blackthorn's dungeon. Felicity will tell you to talk to the <20>
|
||
Daemon in the desert, for he has knowledge about Lord British. <20>
|
||
(Note: One of this location's residents may join your party
|
||
if you ask.)
|
||
|
||
SKARA BRAE
|
||
|
||
Skara Brae is located on an island off the western coast of the <20>
|
||
main continent, and south and west from Britain. There is a <20>
|
||
moongate on the island, which can be reached by skiff (if you <20>
|
||
have the courage and time to sail along the coast all the way <20>
|
||
from Britain). The town has an apothecary, a healer, an inn, and <20>
|
||
a mysterious, hard-to-access tower at its center. Reagents <20>
|
||
available for purchase at the apothecary are Ash, Ginseng, Blood <20>
|
||
Moss, and Black Pearl. By the way, the globe in the Apothecary <20>
|
||
will give you a view of the town; it can also shock the devil out <20>
|
||
of you! The healer is the cheapest in the realm, and she will <20>
|
||
actually perform her work free if you are without funds. The <20>
|
||
mysterious tower can be entered by using an IN EX POR to unlock <20>
|
||
the door. Fight the bat, unlock the door, fight the bat, ad <20>Šnauseam, or until the last bat is deaimbing to the top level <20>
|
||
reveals a surly (and I do mean surly!) wizard and a telescope. <20>
|
||
The wizard will talk to you when you ask about the Oppression, <20>
|
||
but he wants you to rat on the Council Members for the <20>
|
||
information he has, which is that you should talk to Tactus in <20>
|
||
Minoc. The other residents of interest:
|
||
|
||
Saul: He tells you about Kindor, who is recuperating from a <20>
|
||
battle with the Shadowlords, and who is usually available at the <20>
|
||
healers at 6 p.m. each day.
|
||
|
||
Kindor: He will give you the Mantra for the Shrine of <20>
|
||
Spirituality (OM), and will tell you to talk to the Lady Janell <20>
|
||
in The Lyceum for the Shrine's location.
|
||
|
||
Froed: He's in the grove of trees and will tell you his father <20>
|
||
is imprisoned in Yew. He asks you to go tell him that is son is <20>
|
||
fine.
|
||
|
||
TRINSIC
|
||
|
||
Trinsic is located almost due south of Brittany Bay on the <20>
|
||
eastern coast of the main continent. Trinsic has an armoury, a <20>
|
||
healer, and a fine stable. Here you learn the Mantra of Honor <20>
|
||
(SUMM). From the old, sleep-walking Wizard Sindar, who was a <20>
|
||
former Council Member, you learn the Word of Power (IGNAVUS) to <20>
|
||
open Dungeon Hythloth. Gruman may join your party if you ask at <20>
|
||
the right time. Otherwise, Trinsic offers little of value.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
ULTIMA V
|
||
Part 4
|
||
|
||
THE VILLAGES
|
||
|
||
There are six villages scattered around the kingdom: East <20>
|
||
Brittany, North Brittany, West Brittany, Buccaneer's Den, Cove, <20>
|
||
and Paws.
|
||
|
||
THE BRITTANYS
|
||
|
||
The Brittanys (East, North, and West) lie around Lord British's <20>
|
||
Castle, and provide services to this region. In East Brittany you <20>
|
||
can buy a ship from the shipwright. By talking to Sir Adam, The <20>
|
||
Torch, you'll learn that there is a way to make ships go faster. <20>
|
||
Actually, if you search this building thoroughly, you will find <20>
|
||
the plans to HMS Cape, which when used aboard a ship, will cause <20>
|
||
it to go very rapidly, but not without some peril.
|
||
|
||
Š North Brittany is a farming community. Don't eat food from the <20>
|
||
field or off the tables; such actions are harmful to your virtue! <20>
|
||
One of the farmers may join your party if asked correctly, and if <20>
|
||
you know the Resistance password. You can get a horse from the <20>
|
||
stable here. Also the stable boy, Kurt, will give you some <20>
|
||
insight into the horses of the land, and direct you to Treanna in <20>
|
||
the Castle's stable.
|
||
|
||
West Brittany is also a farming community whose residents are <20>
|
||
hard working. Talk to them to get a flavor of what is happening <20>
|
||
in Britannia; otherwise, they have little to offer.
|
||
|
||
BUCCANEER'S DEN
|
||
|
||
Buccaneer's Den is a very interesting place. It offers a guild <20>
|
||
where very exotic things can be purchased (if you can find its <20>
|
||
entrance), an Armoury (which offers among its "goodies" a Ring of <20>
|
||
Invisibility), an inn, restaurant, and a ship builder. You will <20>
|
||
meet Geoffrey, an old friend from ULTIMA IV, who is willing to <20>
|
||
join your quest. The village is located on a small island south <20>
|
||
and east from Brittany Bay. Entry to the Guild is best gained <20>
|
||
from outside the village walls; there is a secret door due east <20>
|
||
of the main entrance, which can be opened with an IN EX POR <20>
|
||
spell. You can exit through the fireplace. A secret door in the <20>
|
||
northeast corner of the shop leads to a passageway, which will <20>
|
||
take you back into the main part of the town. This is especially <20>
|
||
helpful since the village gates are closed at night. The guild <20>
|
||
offering is standard -- keys, gems and torches. (Note: For those <20>
|
||
who played ULTIMA IV, the sextant is not available
|
||
as an unlisted item here, as it was in the former scenario.) In <20>
|
||
the tavern you will meet Tierra. Buy her a drink and she will <20>
|
||
tell you about Bidney, who knows how to climb mountains. When you <20>
|
||
get Bidney (who is the town drunk) to talk about his mountain <20>
|
||
climbing days, he will tell you to see Lord Michael in Empath <20>
|
||
Abbey, and ask him about the Grapple. Scalley, the town's bard, <20>
|
||
will tell you the story of a seaman named David, who now tends a <20>
|
||
lighthouse (Grayhaven). David is the answer to the sextant <20>
|
||
question many of us had.
|
||
|
||
COVE
|
||
|
||
Cove is still as hidden as it was in ULTIMA IV, but is now <20>
|
||
easier to get to by use of a ship/skiff or the magic carpet. It <20>
|
||
lies north and east of Brittany Bay on the south side of the <20>
|
||
large inland lake. The Apothecary in Cove offers Silk, Moss, <20>
|
||
Pearl, Nightshade, and Mandrake for your spell mixing. There are <20>
|
||
three people in Cove who have two very important clues:
|
||
|
||
The Twins, Leona and Ava, priestesses in the Temple: They relate <20>
|
||
to you the route to the Shard of Falsehood. To quote: "In the <20>
|
||
deep of night, many moons ago, a vision came unto my sister and <20>
|
||
I. We saw the Shard of Falsehood deep below a dungeon named <20>
|
||
Deceit. The path that was revealed traveled first southwest <20>
|
||
across many high peaks, opening to a large system of caverns. <20>
|
||
Then the way lead southwest. At a major intersection it turned <20>Šnorthwest, soon branching northeaster a long journey <20>
|
||
northward, the passage turned west. Here the path went on to <20>
|
||
rocky hills to the southwest, then turned northwest. Over a lake <20>
|
||
it ran, unto a massive series of great falls, ending in a larger <20>
|
||
lake. Here upon a small isle lies the Shard of Falsehood." <20>
|
||
Unfortunately, the instructions end here, and there are no <20>
|
||
directions for your return. (See the section on the Underworld <20>
|
||
for further discussion of this problem.)
|
||
|
||
Ambrose, who resides with the Healer where he is recuperating <20>
|
||
from wounds sustained while searching for the Mystics, awakes at <20>
|
||
midnight daily: He tells you that these magical weapons and <20>
|
||
armour are located north of the Underworld entrance to Hythloth, <20>
|
||
across some mountains, and in a lava field.
|
||
|
||
PAWS
|
||
|
||
Paws is located on the southern shore of Brittany Bay. It offers <20>
|
||
travelers an inn and a tavern for rest and nourishment. There is <20>
|
||
a stable called Wishing Well. This is a hint of what the various <20>
|
||
wishing wells throughout the realm will do. At the wells, pay one <20>
|
||
gold piece, and wish for a horse. At many such locations you will <20>
|
||
be provided with a ride. The guild provides keys, gems, and <20>
|
||
torches. You will meet Bandaii, a mage, who will tell you about a <20>
|
||
talking horse named Smith. This fabulous creature can actually be <20>
|
||
found in Iolo's barn. The words he can speak will restore shrines <20>
|
||
destroyed by Lord Blackthorn. (This is rumor and legend to this <20>
|
||
Avatar, as all shrines were found intact when I reached them.) It <20>
|
||
is also said that if questioned correctly, you can obtain a <20>
|
||
flying carpet from Bandaii.
|
||
|
||
THE LIGHTHOUSES
|
||
|
||
There are four lighthouses: Stormcrow, Grayhaven, Waveguide, and <20>
|
||
Fogsbane.
|
||
Stormcrow is located near Minoc and protects its harbor. <20>
|
||
Windemere, the lighthouse keeper, warns you about leaving a ship <20>
|
||
in the port of Minoc. Windemere's wife, Emily, has little to add <20>
|
||
which will help you.
|
||
|
||
Grayhaven is located on the southern tip of the main continent <20>
|
||
south of Trinsic. Here you will meet Lord Kenneth, who will teach <20>
|
||
you to play the Harpsichord using the music Stones printed in the <20>
|
||
Book of Lore. You must take this lesson and learn it well if you <20>
|
||
want to complete the game, since a very important artifact is <20>
|
||
available, but only to those who know how to play. (See Lord <20>
|
||
British's Castle.) David, the lighthouse keeper, will give you <20>
|
||
the Sextant when you ask him about it. Arbuthnot, the royal <20>
|
||
coinmaker, tells you the story of the Coin of the Codex, and you <20>
|
||
will meet David's son, Anthony.
|
||
|
||
Waveguide, which is just off the coast of Moonglow's island, is <20>
|
||
tended by Gregory, a very caustic and unfriendly man, and his <20>
|
||
spaced-out wife, Jacqueline. Neither offered any words of wisdom <20>
|
||
to this Avatar when he visited and was rudely asked to leave <20>Štheir island.
|
||
|
||
Fogsbane, which protects the harbor at Brittany Bay, is tended <20>
|
||
by Jotham and his granddaughter, Jennifer. Although both are very <20>
|
||
hospitable, neither is able to provide insights needed for your <20>
|
||
quest.
|
||
|
||
THE HUTS
|
||
|
||
There are four huts to visit: Iolo's hut, where you begin the <20>
|
||
game; the Daemon's hut in the desert; the Alchemist's hut on the <20>
|
||
shore north and east of Brittany Bay; and Sutek's Hut, which is <20>
|
||
on an island in the southern ocean.
|
||
|
||
Iolo's hut is warm and cozy, but you cannot stay, for the great <20>
|
||
Quest of the Avatar awaits you, Iolo, and Shamino (who are a part <20>
|
||
of your immediate starting party). Exploration of the area around <20>
|
||
this hut, which is located deep in the woods south of Yew, will <20>
|
||
reveal a stable. Later in the game, Smith (the talking horse) <20>
|
||
will be there and talk with you. Some say his words have the <20>
|
||
power to restore shrines destroyed by Blackthorn. There is a <20>
|
||
wishing well here. You might try wishing for a horse so you can <20>
|
||
ride to your next destination.
|
||
|
||
In the desert to the far northeast of Brittany Bay, you will <20>
|
||
find the hut of the Daemon. Getting there is half the fun. You <20>
|
||
will run into many Sand Traps, which are almost indestructible. <20>
|
||
Use the flying carpet to save yourself some frustrations. The <20>
|
||
Daemon reveals the coordinates of the Shard of Hatred (I'A"-I'A") <20>
|
||
in the Underworld, and that it can be reached from the dungeons <20>
|
||
by Lost Hope Bay (Covetous and Wrong).
|
||
|
||
The Alchemist will teach you a new spell: REL XEN BET. This <20>
|
||
sixth circle magic is composed of Silk, Ash, Mandrake, and <20>
|
||
Nightshade, and will turn foes to rats, making them easier to <20>
|
||
kill. This spell is especially useful for getting rid of dragons, <20>
|
||
but Daemons seem to have a resistance to it.
|
||
|
||
Sutek, whose hut is on an island in the southern ocean, relates <20>
|
||
to you the proper method for using the Shards to dispose of the <20>
|
||
Shadowlords. He tells you that you must stand before the proper <20>
|
||
flame (Love, Truth, and Courage), call the name of the <20>
|
||
appropriate Shadowlord, and when he appears and is standing in <20>
|
||
the flame, (U)se that Shard. After the fireworks, the Shadowlord <20>
|
||
will be gone. Sutek explains the origin of the Shards for those <20>
|
||
who are really into the history of the land.
|
||
|
||
THE MINOR KEEPS
|
||
|
||
There are four minor keeps: Bordermarch, Farthing, Windemere, <20>
|
||
and Stonegate. They are all hidden in obscure locations <20>
|
||
throughout Britannia.
|
||
|
||
Bordermarch is nestled in the mountains of an island off the <20>
|
||
western coast of Britannia. You will need the Grapple to climb <20>Šthe mountains to reach this keep. Sing the keep will reveal <20>
|
||
an Armoury in the northwest tower. Here you can buy Rings of <20>
|
||
Regeneration. This artifact is handy for regenerating your <20>
|
||
party's hit points while traveling. You will meet Dupre, a <20>
|
||
shining paladin and friend from ULTIMA IV, and he will offer to <20>
|
||
join you. Lady Tessa will tell you all you need to know about <20>
|
||
Lord British's Amulet, including the fact that without it, you <20>
|
||
cannot find the entrance to DOOM. Sir Simon gives you the <20>
|
||
information you need about the Crown and Sceptre. The Sceptre can <20>
|
||
dispel magical force fields, and the crown absorbs all magic -- <20>
|
||
no matter how powerful. All three of these artifacts are <20>
|
||
absolutely necessary in order for you to complete the Quest of <20>
|
||
the Avatar successfully.
|
||
|
||
Farthing can be found on a small island off the southwestern tip <20>
|
||
of Britannia. Again, you will need to search the island and climb <20>
|
||
a few mountains to locate the keep. Once in the keep, you will <20>
|
||
meet some interesting people. Quinton, the keep's cook, tells you <20>
|
||
about Britannia's biggest gossip, Telila, who lives in Britain; <20>
|
||
he tells you to ask her about rumors or gossip. Dufus, a clumsy <20>
|
||
boy who is apprentice to the mage, Temme, tells you of a spyglass <20>
|
||
owned by the keep's owner, Lord Segallion. When you meet Lord <20>
|
||
Segallion and ask him about the spyglass, he will give it to you <20>
|
||
if you can answer his question. The poser he gives you is: "What <20>
|
||
is it the eight planets represent?" The answer: Virtues. With the <20>
|
||
spyglass, you can check the heavens in the evening to locate the <20>
|
||
Shadowlords. Temme, a mage of great repute, tells you of a new <20>
|
||
spell she has invented: AN YLEM. It will cause things to <20>
|
||
disappear. The problem is she cannot remember which reagents she <20>
|
||
used; they were either Ash and Mandrake, or Garlic and Blood <20>
|
||
Moss. You might experiment. I didn't, and I finished the quest <20>
|
||
without ever knowing.
|
||
|
||
Windemere can be found on an island to the far north and east of <20>
|
||
the realm. Here you will meet Elistaria, who will give you the <20>
|
||
Black Badge of the Oppression when you can tell her the <20>
|
||
Oppression's password (IMPERA). She will also tell you that Thrud <20>
|
||
has other things for you. Thrud has a sword and shield, which I <20>
|
||
found had little use or value. But the Black Badge, along with <20>
|
||
the password of the Oppression, are the keys to a successful <20>
|
||
foray on Blackthorn's Castle, and the acquisition of the Crown of <20>
|
||
Lord British.
|
||
|
||
Stonegate, the home of the Shadowlords, can be found in the <20>
|
||
mountains north of Cove. You will need to climb the mountains to <20>
|
||
secure entrance, and the pass is from the west side of the range. <20>
|
||
Use a gem to locate the access; however, do not waste your time <20>
|
||
in trying to assault this keep until you have disposed of the <20>
|
||
Shadowlords. Once you have taken care of all three of them, the <20>
|
||
entry to the keep and acquisition of Lord British's Sceptre is <20>
|
||
fairly easy. At the door to the keep you will meet a Daemon, who <20>
|
||
will pose you a riddle. Don't even bother trying to figure it out <20>
|
||
because it makes no difference whether you answer it correctly or <20>
|
||
not: He will still attack you. Just kill the sucker, and go on <20>
|
||
in.
|
||
ŠThe Sceptre is in the center of the keep, but board your carpet <20>
|
||
to get it or you will be sorry. Actually, using the carpet is the <20>
|
||
only way to get the Sceptre. Once you have it, leave. There is <20>
|
||
little else of interest in this keep.
|
||
|
||
THE CODEX
|
||
|
||
There is a large island in the far southeastern part of the <20>
|
||
ocean. This is the island on which the original entry to the <20>
|
||
Codex in ULTIMA IV was located. The path leading to the Shrine <20>
|
||
itself is quite obvious. Park your ship, take your skiff, dock, <20>
|
||
and walk up the path past the Guardians. You had better have a <20>
|
||
quest assigned from one of the Shrines, or you will not be able <20>
|
||
to pass. If you enter the Shrine to the Codex, everything else <20>
|
||
will be automatic. Once finished here, return to the Shrine from <20>
|
||
which you received the quest, and receive your reward.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
ULTIMA V
|
||
Part 5
|
||
|
||
THE UNDERWORLD
|
||
|
||
There is one thing to bear in mind about the Underworld: It is <20>
|
||
huge! One should not explore the Underworld without a specific <20>
|
||
quest; random wandering is discouraged -- that is, unless you <20>
|
||
relish the idea of relentless attacks by Mongbats, and other <20>
|
||
creatures who are almost indestructible.
|
||
|
||
There are two ways to get to the Underworld: by accident and by <20>
|
||
design. Let's dispose of the former. As you explore the oceans of <20>
|
||
Britannia, you will see your old "friend": the whirlpool from <20>
|
||
previous ULTIMAs. Unfortunately, you WANT to avoid this <20>
|
||
whirlpool, for it will whisk you and your party off to the <20>
|
||
Underworld without proper preparation (or, more importantly, a <20>
|
||
way back to the surface). It is, therefore, advisable to save <20>
|
||
your game any time you are beginning an ocean voyage. If you get <20>
|
||
caught in a whirlpool, you will probably want to quit and restore <20>
|
||
from that point. Actually, you can explore, earn experience and <20>
|
||
treasure, then "die" and be taken back to Lord British's Castle; <20>
|
||
however, there are more interesting ways to accomplish the same <20>
|
||
goals in this game.
|
||
|
||
Instead, let's discuss planned trips into the Underworld. And, <20>
|
||
planned trips they should be! To be able to sustain the many <20>
|
||
dangers -- and frustrations -- you and your party will encounter, <20>
|
||
characters should be at least fifth or sixth level. You will need <20>
|
||
the best armour and weapons you can obtain at this point in the <20>Šgame. The magic axe is probably tht weapon you can use, and <20>
|
||
one of your Underworld quests will provide you with the Mystical <20>
|
||
Armour (and weapons) which provide the best protection. Absolute <20>
|
||
"musts" to have with you: the magic carpet, the mountain climbing <20>
|
||
grapple, many gems for viewing, and several moonstones (you have <20>
|
||
learned how to obtain the moonstones, haven't you?). You should <20>
|
||
have as many reagents as you can afford, and be sure to mix many <20>
|
||
cure poison (AN NOX) spells. On one of your quests, you will need <20>
|
||
a LOT of IN POR spells also. One of the most helpful artifacts <20>
|
||
you can have with you (in addition to the suggested inventory) is <20>
|
||
the Ring of Invisibility. Generally, you can equip one member of <20>
|
||
the party with this ring and remove all others from the screen <20>
|
||
during combat; the monsters will think everyone has left, and you <20>
|
||
will win the battle. Unfortunately, you will only get points for <20>
|
||
the monsters actually killed. While helpful in the Underworld, <20>
|
||
the Ring of Invisibility is an absolute MUST in the Dungeons.
|
||
|
||
The quests can be categorized into four areas: search for the <20>
|
||
Amulet, obtain the Shards, quest for the Mystics, and enter Doom. <20>
|
||
Besides the whirlpool mentioned above, there are two planned <20>
|
||
methods for reaching the Underworld. The order in which you <20>
|
||
perform these quests (except for entering Doom, which must come <20>
|
||
last) is immaterial. However, acquiring the Shards and disposing <20>
|
||
of the Shadowlords was high on this Avatar's list of priorities!
|
||
|
||
To obtain Lord British's Amulet, you must read and follow <20>
|
||
Remoh's Journal, which is contained in the boxed game material. <20>
|
||
This entrance to the Underworld is through a small lake to the <20>
|
||
east of Spiritwood, which lies to the south and west of Lord <20>
|
||
British's Castle. Getting to the lake is a real pain, as you must <20>
|
||
get there by skiff. The best plan is to sail your schooner around <20>
|
||
the southern tip of the continent, then up the west coast to the <20>
|
||
group of islands at the entrance to the large bay just south of <20>
|
||
Spiritwood. Board your skiff at this point, and sail up the river <20>
|
||
to the small lake that empties over a waterfall. Sail into the <20>
|
||
lake and into the waterfalls. Voila! You are in the Underworld. <20>
|
||
From this point, and until you reach the Amulet, follow EXACTLY <20>
|
||
the route taken by Lord British and his group as reported by the <20>
|
||
Scribe Remoh in his Journal. These directions are quite clear and <20>
|
||
don't need to be repeated here. Once you have the Amulet, you <20>
|
||
will be faced with the problem of getting back. Remember the <20>
|
||
impassable waterfalls and obstacles you passed getting here? <20>
|
||
Returning the way you came is impossible. You will have to use a <20>
|
||
Moonstone. Plant it and return to the surface. (Make sure you <20>
|
||
record where you use each moonstone. If you don't, you may find <20>
|
||
yourself teleporting endlessly around the Underworld later in the <20>
|
||
game.)
|
||
|
||
Each of the three Shards is obtained by entering the Underworld <20>
|
||
via one of the dungeons. The Shard of Falsehood is from Deceit, <20>
|
||
the Shard of Hatred is from Covetous or Wrong, and the Shard of <20>
|
||
Cowardice is from Hythloth.
|
||
|
||
If you talked to the twins in the Temple in Cove, you got very <20>
|
||
detailed instructions on how to get to the Shard of Falsehood. <20>ŠWhat these young ladies failed to you was how to get back to <20>
|
||
the Dungeon entrance. If you follow their instructions closely, <20>
|
||
you will find a series of waterfalls, which end in a lake, in the <20>
|
||
middle of which is an island on which the Shard of Falsehood <20>
|
||
rests. You will obviously need the flying carpet to get it. Once <20>
|
||
obtained, you would normally try to hike, fly, or climb to get <20>
|
||
back; fortunately, you have this walkthru to save you lots of <20>
|
||
frustration! There are three ways to get back: Use a moonstone, <20>
|
||
climb some mountains, or commit suicide. The easiest way is to <20>
|
||
plant a moonstone, and return to the surface. There is a passage <20>
|
||
through the mountains to the east of the island. It requires lots <20>
|
||
of exploration (the magic gems come in handy here) and hit points <20>
|
||
to get through, but once you're through this mountain chain, you <20>
|
||
will be near the dungeon entrance.
|
||
|
||
The last way is to allow your party to run out of hit points, <20>
|
||
die, and be returned to Lord British's Castle. Somehow, to me, <20>
|
||
this did not seem like the hero's way out! So you have the Shard <20>
|
||
of Falsehood and are back in Britannia. Other parts of this <20>
|
||
walkthru will cover what to do with the Shard.
|
||
|
||
The Shard of Hatred is probably the easiest to find in the <20>
|
||
Underworld. From the Dungeon (either Covetous or Wrong), use a <20>
|
||
gem, and look for an area which is surrounded by paths. It will <20>
|
||
appear that you cannot enter because of the mountains. There is a <20>
|
||
path through the mountains from the northwest. The actual path <20>
|
||
will require exploration, use of gems, and lots of hit points. To <20>
|
||
get back to Britannia, another moonstone is suggested; however, <20>
|
||
you will need to return near to the dungeon entrance to use it. <20>
|
||
For some reason, I was never able to plant the moonstone in the <20>
|
||
enclosed area where the Shard was found.
|
||
|
||
From Dungeon Hythloth you can take care of two quests. The <20>
|
||
Mystical Armour and the Mystical Arms are found in the center of <20>
|
||
a cross-shaped lava field to the north of the dungeon entrance. <20>
|
||
Again, as with much of the Underworld, you will need to climb <20>
|
||
mountains to get there, which requires many hit points and heal <20>
|
||
spells and potions. To obtain the Mystics, walk into the lava <20>
|
||
field and position the party just south of the center. Have each <20>
|
||
character S)earch twice.
|
||
|
||
For the Shard of Cowardice, you will need a BUNCH of IN POR <20>
|
||
spells and gems. This area of the Underworld is like many rooms <20>
|
||
without any doors. The only way to get from room to room is to <20>
|
||
position the party at the furthest point of the direction in <20>
|
||
which you want to move, and cast an IN POR. Start from the area <20>
|
||
in which the dungeon entrance is located, and IN POR west until <20>
|
||
you can go no further. To tell where the boundaries to this area <20>
|
||
are, if you use a gem, you will not see any additional open <20>
|
||
spaces. Generally, the whole area is shaped like a long <20>
|
||
rectangle. Once you have the pattern down, just IN POR from area <20>
|
||
to area, search the area thoroughly (the Shard is in plain <20>
|
||
sight), gather experience, and then you are ready go back to the <20>
|
||
entrance to Hythloth. This dungeon was the only one I found that <20>
|
||
could be re-entered for travel back to the surface.
|
||
Š
|
||
Now you have the Amulet, the three Shards have been obtained and <20>
|
||
used, you have the party equipped with the Mystics, and you're <20>
|
||
ready (hopefully!) to begin the final quest of the game. For the <20>
|
||
trek to Doom, you will need a little more preparation than that <20>
|
||
which was required at the beginning of this section. Since you <20>
|
||
will be entering the end-game phase, your Avatar should be at <20>
|
||
least level eight. The spells of the Eighth Circle are very nice <20>
|
||
to have. You will absolutely have to have the following with you, <20>
|
||
because once you reach and enter Doom, there is no turning back. <20>
|
||
In addition to the Amulet, you need the Crown, Sceptre, and the <20>
|
||
mysterious box from Lord British's private apartment atop his <20>
|
||
Castle. You need the carpet, as well as many reagents and mixed <20>
|
||
spells as possible, and lots of food. Okay, if you're ready, <20>
|
||
let's go to Dungeon Shame and enter the Underworld.
|
||
|
||
At the Underworld entrance to Shame, board your magic carpet. <20>
|
||
The ground in this part of the Underworld is deadly swamp. Travel <20>
|
||
due east as far as you can go. Use a gem, and you should see an <20>
|
||
area to the west which is grassland bordered on the east by <20>
|
||
water. IN POR to the east, and travel by carpet to the island, <20>
|
||
which has many lava flows and mountains. Again, be prepared to <20>
|
||
take lots of damage trying to reach your goal. Equip the Amulet. <20>
|
||
Repeat, equip (Use) the Amulet, enter one of the lava streams, <20>
|
||
and walk towards the center of the island. You will come to <20>
|
||
darkness. Enter the dark area and use a gem. The Amulet allows <20>
|
||
you to "see" the entrance of Doom. Work your way to it, enter, <20>
|
||
and begin the final stages of the QUEST of the AVATAR.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
ULTIMA V
|
||
Part 6
|
||
|
||
So you've destroyed the Shadowlords, completed all of the shrine <20>
|
||
quests, gathered a group of powerful heroes, and recovered all of <20>
|
||
Lord British's items (including the Sandalwood Box!). Your <20>
|
||
incredible quest is almost at its end. Take a breather, then <20>
|
||
enter Dungeon Doom.
|
||
|
||
Level 1: You'll find yourself in a strange room with ethereal <20>
|
||
walls that appear to hide any exit. It's time to use Lord <20>
|
||
British's Sceptre. Walk over to one of the walls (I went west) <20>
|
||
and use it. The power of the sceptre will cause the walls near <20>
|
||
you to disappear. Walk through (it doesn't matter which direction <20>
|
||
you go). Walk down the corridor until you find a ladder. Klimb <20>
|
||
down.
|
||
|
||
Level 2: View a gem. Get oriented, and then walk forward a <20>
|
||
space, turn left, walk forward twice, turn left, then walk <20>
|
||
forward to the down ladder, and Klimb down.
|
||
Š
|
||
Level 3: View a gem again. The room you want to go to is the <20>
|
||
farthest to the east, and lies beyond those secret doors. <20>
|
||
Depending on which route you have taken so far, this route will <20>
|
||
be different. From wherever you are, though, head east. The way <20>
|
||
through the secret door is east. Enter the room, and defeat the <20>
|
||
demons. You should know good battle tactics by now. The only <20>
|
||
trouble you should have in this room is with the ghostly "ward" <20>
|
||
blocking your passage. The sceptre will destroy it as it did at <20>
|
||
the start of Doom. Klimb down the ladder twice to
|
||
level 5.
|
||
|
||
Level 5: You may want to save your game at some time; just keep <20>
|
||
this in mind. Fortunately, ULTIMA V allows us that privilege. <20>
|
||
From here go east to an up portal. Using a gem, you'll find that <20>
|
||
this level is shaped like a diagonal 8. Again, you may have taken <20>
|
||
a different route, in which case you would go west to the other, <20>
|
||
north up portal. Whichever you use, go up.
|
||
|
||
Level 4: You should be in a "plus" shaped room. Walk into the <20>
|
||
center of the "plus," then descend through the portal.
|
||
|
||
Level 5, again: It's another of those wacky repeat levels seen <20>
|
||
so often in the ULTIMAs. Go east to the crossroads, then turn <20>
|
||
right, and go forward twice. Take this ladder up.
|
||
|
||
Level 4, again: From here, jog east a couple of squares, then <20>
|
||
descend the portal (it may be concealed). Klimb down from the <20>
|
||
ladder on Level 5. Welcome to Level 6.
|
||
|
||
Level 6: Go north a square, turn right, forward four times, turn <20>
|
||
right, forward three times, turn left, then forward into the <20>
|
||
room. Basically, just follow the corridor. Once in the room, <20>
|
||
polish off its denizens, then head north. You'll find a ladder at <20>
|
||
the end of the corridor. Take it down to Level 7.
|
||
|
||
Level 7: Here we'll do something tricky. If you kept going down, <20>
|
||
you'd end up at level 8, but it would only be a turnaround back <20>
|
||
up to level 6. So let's see what's in this little room to the <20>
|
||
south. Geez! Demons, Dragons, Sandtraps, oh my! With luck, your <20>
|
||
Avatar or wizard is eighth level. It is now IN VAS GRAV CORP or <20>
|
||
IN FLAM HUR time. The aforementioned spells work splendidly in <20>
|
||
this room. Finish off the incinerated inhabitants, pick up your <20>
|
||
spoils, and find the ladder down (in the middle of the room). Go <20>
|
||
down.
|
||
|
||
Level 8: Your quest is almost over. At this point, exhale <20>
|
||
voluntarily. Feels good to have almost completed ULTIMA V, eh? <20>
|
||
The rest of Doom is a convoluted contortion of some "Chutes and <20>
|
||
Ladders" offshoot. Right now, though, you're in a room filled <20>
|
||
with nasties. Position your mage at the bottom of the screen, <20>
|
||
then start lobbing your magic axes toward the northwest corner. <20>
|
||
There is a secret door trigger there somewhere. When you hit it, <20>
|
||
a slew of mongbats will parade out of a new opening. IN VAS GRAV <20>
|
||
CORP them (or IN FLAM HUR). Crisp, crisp, crisp little bats! <20>ŠDance wildly through the passage to est. Go up the ladder in <20>
|
||
the corridor.
|
||
|
||
Level 7: Here's a neat room. After defeating the foul host, find <20>
|
||
the secret triggers on the east wall (three of them, I believe). <20>
|
||
After opening the passage, hike north, then take the ladder or <20>
|
||
down portal (whichever) down.
|
||
|
||
Level 8: Go west from the portal, then take the ladder up.
|
||
|
||
Level 7: View a gem. There should be a down portal in the middle <20>
|
||
of this "C." Take it down.
|
||
|
||
Level 8: You'll end up on an isle in the middle of a tiny lake. <20>
|
||
Fight your way off, then walk around in the north. A trigger <20>
|
||
should open a passage in the northeast corner. Go into the <20>
|
||
passage, and push around. Another passage will open to the east. <20>
|
||
Go through it, then klimb up to level 7.
|
||
|
||
Level 7: This room is fairly similar to the one higher up on <20>
|
||
level 3. Kill the demons, then run to the east after using the <20>
|
||
sceptre -- a pool of fire usually springs up. Exit the room, and <20>
|
||
search in front of you. I wonder where that pit leads to? Take it <20>
|
||
down.
|
||
|
||
An odd room. Definitely not the kind of thing you'd normally see <20>
|
||
in a dungeon. Are you at the core of the world? Where's Lord <20>
|
||
British? Search around. I will leave the final "puzzle" up to <20>
|
||
you. Once you've found out where you need to go, go there.
|
||
|
||
Congratulations on the completion of a truly wondrous game! Good <20>
|
||
thing you brought that sandalwood box along. Revel in your glory, <20>
|
||
and prepare for the next of Lord British's unique gaming <20>
|
||
experiences -- ULTIMA VI. Just as ULTIMA V has defied the law of <20>
|
||
sequels, I am confident that ULTIMA VI will, as well.
|
||
|
||
Always remember: The quest of the Avatar is forever!
|
||
|
||
****Call Dark Domain BBS ----- The Raven*****
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
ULTIMA V
|
||
Part 7
|
||
|
||
MISCELLANEOUS ITEMS
|
||
|
||
The following paragraphs will give specific information that's <20>Šuseful in obtaining Lord British'sn jewels, which are needed <20>
|
||
to complete your quest.
|
||
|
||
Crown: The crown can be easily retrieved with the use of the <20>
|
||
magic carpet. This item is within Blackthorn's castle (located at <20>
|
||
position P'F"-M'E", or west from the Codex). The crown is located <20>
|
||
on the top level. This is how to get there:
|
||
|
||
From the entrance of Blackthorn's castle go north, and go up <20>
|
||
either one of the stairways located on the back wall. You will <20>
|
||
arrive and see a man sitting in a chair. Go through the secret <20>
|
||
door behind the ladder, and then go up the ladder right after it. <20>
|
||
You will find yourself in Blackthorn's throne room. Do not talk <20>
|
||
to Blackthorn or the jester. Go through the door on the north <20>
|
||
wall (not the secret one), and up the ladder. You're on the roof. <20>
|
||
On the southern side is the entrance to the chamber with the <20>
|
||
crown. Try to avoid the Gargoyles, for they are hard to kill and <20>
|
||
will duplicate like slime. Use a skull key to open the door and <20>
|
||
get the crown. The crown will absorb all magic used against you.
|
||
|
||
Amulet: The amulet is located in the Underworld and is found by <20>
|
||
reading the journal of Lord British's travels which come packaged <20>
|
||
with the game. The following is a summary of the directions:
|
||
|
||
Enter the waterfall located in Spiritwood (I'J"-D'G"), and you <20>
|
||
will end up in the Underworld. From there, travel south along the <20>
|
||
river. Soon you will come to a fork leading east and south; take <20>
|
||
the southern route. Continue past the waterfall, and take the <20>
|
||
west route at the next fork. Continue north from here. You will <20>
|
||
go through a waterfall and then into a lake. Go south, following <20>
|
||
the shore, until you come to two streams; take the western one. <20>
|
||
Follow this stream, through three waterfalls, into another lake. <20>
|
||
Here, you should see a rowboat. Follow the footpath south into a <20>
|
||
grassy area. Go through the north exit, which will lead to an <20>
|
||
eastern path. Soon your path will turn south and you will enter <20>
|
||
into an area of swamps. There is a passage out to the northeast. <20>
|
||
This path will eventually lead to the "grave of lost souls," <20>
|
||
which is where the amulet is hidden.
|
||
|
||
Sceptre: The sceptre is located within the Shadowlords' castle. <20>
|
||
This castle is locked in by mountains and is located at E'K"-<2D>
|
||
J'E". No spells can be cast in this castle, and all three <20>
|
||
Shadowlords will be there. The sceptre is in the center of the <20>
|
||
castle. Just enter (use the skull keys to get in), and go north <20>
|
||
until you see the sceptre. It is surrounded by trapdoors, which <20>
|
||
will drop you into a screen of fire; you will die if you fall. <20>
|
||
The solution to this is to use the magic carpet. The sceptre is <20>
|
||
used to dispel magic fields anywhere.
|
||
|
||
POTIONS AND SCROLLS
|
||
|
||
There are many extremely useful potions and scrolls in ULTIMA V. <20>
|
||
They are usually found in bookshelves or under beds. Here is a <20>
|
||
list of these useful potions and scrolls, and their functions:
|
||
|
||
Š POTIONS:
|
||
|
||
Purple - Turns player into a rat, just like the spell.
|
||
Black - Turns player invisible for combat. Same as a Ring of <20>
|
||
Invisibility.
|
||
White - Gives a short view of the non-combat, non-dungeon <20>
|
||
screen. Very handy in the Underworld!
|
||
Yellow - Performs a heal spell on the player it's used on.
|
||
Green - Poisons the player it's used on.
|
||
Orange - Performs a sleep spell on the player it's used on.
|
||
Blue - Casts awaken on a player.
|
||
Red - Cures a player of poison.
|
||
|
||
|
||
SCROLLS
|
||
|
||
Purple - Rel Xen Bet (1 Sp Silk, 1 S Ash, 1 Mandrake, 1 <20>
|
||
Nightshade) Rat Spell Black - Sanct Lor
|
||
White - Wis An Ylem
|
||
Yellow - Mani, occasionally Vas Mani (unpredictable)
|
||
Green - In Nox Grav (on player); not really applicable to spell
|
||
Orange - In Zu Grav (on player); not really applicable to spell
|
||
Blue - An Zu
|
||
Red - An Nox (Extremely handy!!!)
|
||
|
||
|
||
|
||
|
||
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
||
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
Burn This Flag Zardoz 408/363-9766
|
||
realitycheck Poindexter Fortran 510/527-1662
|
||
Lies Unlimited Mick Freen 801/278-2699
|
||
The New Dork Sublime Biffnix 415/864-DORK
|
||
The Shrine Rif Raf 206/794-6674
|
||
Planet Mirth Simon Jester 510/786-6560
|
||
|
||
"Raw Data for Raw Nerves"
|
||
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|