480 lines
25 KiB
Plaintext
480 lines
25 KiB
Plaintext
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::::::::::::::::::::::::::::::::
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::: ULTIMA VII: THE BLACK GATE :::
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::: >> WALKTHROUGH << :::
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::: and other tips! :::
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::: :::
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::: by the Scourge :::
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::: adam @ mentor.cc.purdue.edu :::
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::::::::::::::::::::::::::::::::
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::: WARNING!! ::: This file contains EXPLICIT instructions on how to finish
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Ultima VII: The Black Gate. It's full of spoilers, so don't read this if you
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aren't TOTALLY stumped!
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This file is divided into two parts, Helpful Stuff and the Walkthrough. The
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first part contains information on reagents, spells, and other stuff found in
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Britannia. The Walktrough section guides you step-by-step through what you
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need to finish the game.
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Sorry if this is formatted funny, but hey, life's a bitch.
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::::::>> HELPFUL STUFF <<::::::
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:: MAGIC ::
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Here is a list of all reagents and spells and where to get them cheap. Thanks
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goes to Joe Himdickel who compiled the original list last month.
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Mage Location Reagents(price)
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--------- --------- -----------------------------------------------------
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Wis-Sur Vesper Pearl(34), B.Moss(16), M.Root(32), Silk(20), S.Ash(25)
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Mariah Moonglow Pearl(8), Garlic(1), Ginseng(2), M.Root(7), N.Shade(6)
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Rudyom Cove Pearl(5), B.Moss(3), Ginseng(2), M.Root(5), S.Ash(4)
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Nicodemus Yew B.Moss(3), Garlic(2), M.Root(5), N.Shade(5), Silk(3)
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Nystul Britain Pearl(10), B.Moss(6), Ginseng(4), M.Root(10), S.Ash(8)
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Sarpling* Terfin B.Moss(2), Garlic(1), Ginseng(1), S.Ash(3)
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* Note Sarpling does not sell spells.
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Following is a list of all the spells and where to find them listed from
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cheapest to most expensive:
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:: First Circle ::
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Awaken All Rudyom(25)
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Create Food Nystul(35), Mariah(60)
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Cure Nicod.(25), Rudyom(25), Mariah(80)
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Detect Trap Nicod.(25), Rudyom(25), Mariah(100)
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Great Douse Wis-Sur(30), Nystul(35)
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Great Ignite Nicod.(25), Wis-Sur(30)
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Light Rudyom(25), Wis-Sur(30), Nystul(35), Mariah(40)
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Locate Nicod.(25), Wis-Sur(30), Nystul(35)
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:: Second Circle ::
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Destroy Trap Nicod.(45), Rudyom(45), Wis-Sur(50), Mariah(100)
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Enchant Nicod.(45), Wis-Sur(50), Nystul(55)
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Fire Blast Rudyom(45), Wis-Sur(50)
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Great Light Rudyom(45), Wis-Sur(50)
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Mass Cure Nystul(55)
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Protection Nicod.(45), Nystul(55), Mariah(80)
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Telekinesis Rudyom(45), Nystul(55), Mariah(60)
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Wizard Eye Mariah(40), Nicod.(45)
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:: Third Circle ::
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Curse Rudyom(65), Wis-Sur(70)
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Heal Rudyom(65), Mariah(40), Nystul(85)
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Paralyze Nicod.(65), Rudyom(65), Wis-Sur(70)
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Peer Mariah(60), Nicod.(65)
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Poison Nicod.(65), Rudyom(65), Wis-Sur(70)
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Protect All Nystul(85), Mariah(100)
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Sleep Mariah(80), Nystul(85)
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Swarm Nicod(65), Wis-Sur(70), Nystul(85)
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:: Fourth Circle ::
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Conjure Wis-Sur(90), Nystul(95)
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Lightning Rudyom(85), Wis-Sur(90)
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Mark Mariah(40), Nicod.(85), Rudyom(85)
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Mass Curse Wis-Sur(90), Nystul(95)
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Recall Mariah(60), Nicod.(85), Rudyom(85)
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Reveal Wis-Sur(90), Nystul(95)
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Seance Mariah(80), Rudyom(85)
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Unlock Magic Nicod.(85), Nystul(95), Mariah(100)
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:: Fifth Circle ::
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Charm Mariah(60), Rudyom(115)
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Dance Mariah(100), Rudyom(115)
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Dispel Field Nicod.(115), Wis-Sur(120), Nystul(125)
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Explosion Nicod.(115), Rudyom(115), Wis-Sur(120)
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Fire Field Mariah(80), Wis-Sur(120), Nystul(125)
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Great Heal Rudyom(115), Nystul(125)
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Invisibility Mariah(40), Nicod.(115), Nystul(125)
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Mass Sleep Nicod.(115), Wis-Sur(120)
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:: Sixth Circle ::
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Cause Fear Mariah(80), Nystul(145)
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Clone Mariah(40), Rudyom(135), Wis-Sur(140)
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Fire Ring Nicod.(135), Wis-Sur(140), Nystul(145)
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Flame Strike Nicod.(135), Wis-Sur(140), Nystul(145)
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Magic Storm Mariah(100), Rudyom(135)
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Poison Field Nicod.(135), Rudyom(135)
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Sleep Field Mariah(60), Rudyom(135), Nystul(145)
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Tremor Nicod.(135), Wis-Sur(140)
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:: Seventh Circle ::
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Create Cold Rudyom(155)
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Death Bolt Nicod.(155), Nystul(165)
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Delayed Blast Nicod.(155), Rudyom(155)
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Energy Field Mariah(100), Nicod.(155), Nystul(165)
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Energy Mist Mariah(60), Nicod.(155), Nystul(165)
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Mass Charm Rudyom(155)
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Mass Might Mariah(40), Nystul(165)
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Restoration Mariah(80), Rudyom(155)
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:: Eighth Circle ::
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Armageddon Rudyom(185)
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Death Vortex Nicod.(185), Nystul(195)
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Invisibiliy All Mariah(100), Nystul(195)
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Mass Death Nicod.(185), Nystul(195)
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Resurrect Mariah(40), Rudyom(185)
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Summon Nicod.(185), Rudyom(185)
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Swordstrike Mariah(80), Nicod.(185), Rudyom(185)
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Time Stop Mariah(60), Nystul(195)
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:: TRAINERS ::
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Here is a list of all the trainers I found and what they specialize in.
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Some missing info came from other help files I found with respect to their
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authors!
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* marks trainers that give you more training for your buck.
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Place Name Specialization Cost
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--------- --------- ---------------------------- ----
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Britain Sentri Dex 30 (free if in party)
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Denby Dex, Intel, Magic 75
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Zella Dex, Combat 45
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Buc. Den Lucky Intel, Luck (?) 35
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Cove Rayburt Str, Dex, Combat 60
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Jhelom De Snel Combat* 40
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Minoc Karenna Dex, Combat 20
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Jakher Str, Intel 20
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Moonglow Jillian Magic, Intel 35
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Chad Dex, Combat 45
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Ser. Hold Menion Str, Combat 45
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Terfin Inforlem Str, Dex, Combat,
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Intel*, Magic 50
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Trinsic Markus Combat 20
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Vesper Zaksam Combat*, Str 40
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Yew Perrin Intel*, Magic 45
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Bradman Dex* 30
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Penni Str, Combat 35
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::::::>> WALKTHROUGH <<::::::
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Ok, since I've been getting TONS of netmail asking me to, I decided to write
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this to help all you stuck Ultima fans out there. I've seen a couple solves
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floating around already, but they were shaky at best, so here it goes...
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: Note : There are essentially two ways to go about this game. You can either
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follow Elizabeth and Abraham's trails and work on solving the murders, or you
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can cut to the chase and do the important stuff. I decided to tell you how to
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chase E&A, which takes a little longer, but gives you more enjoyment of the plot
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development.
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::: TRINSIC ::: You appear in Trinsic. Search the stables and get the key. Use
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it on the chest in the dead guy's house (west side of town). The scroll is your
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first clue that the Fellowship is not what they claim to be. Talk to the
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victim's son, Spark, and Gilberto in the healer's. Talk to the mayor and get
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permission to investigate outside of Trinsic. If any of you have "lost" your
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documentation, drop me some email and I'll send you a patch that will
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bypass the protection scheme in Trinsic.
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::: BRITAIN ::: Skip Paws and go to Britain. Talk to Lord British, get the Orb
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of the Moons (VERY useful). He'll tell you to find Rudyom in Cove. Talk to
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Batlin at the Fellowship, and tell him you want to join the Fellowship. Take
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the package to give to Elynor in Minoc. Also talk to the mayor, Millie, Gordon,
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and Clint, the shipwright. You will learn the Elizabeth and Abraham have gone
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to Minoc. Following this little goose chase is a good way to follow through on
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what you need to do to finish the game. Also visit the museum and acquire the
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moonstones (I like Iolo's little comments on this... :) I would also get the
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Mark and Recall spells as soon as you are able.
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::: COVE ::: Talk to Rudyom, get the wand and 4 pieces of blackrock. Read his
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notebook. If you're a softie, talk to the girl at the shrine, she's a sure
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thing. :)
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::: MINOC ::: Surprise, surprise, another murder... Go to the sawmill ASAP.
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Talk to everyone outside. Get the dagger from the murder scene. If you really
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wanna learn about the Fellowship, open the package before giving it to Elynor.
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You can still give it to her and Batlin will be a little miffed, but he'll still
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let you join. Talk to Margareta, learn your fortune. Most of what follows will
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help you fulfill your destiny. You will also learn in Minoc that Elizabeth and
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Abraham have gone to Paws.
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NOTE : Solving all of the little town mysteries is not necessary to finish the
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game (a couple are, but most are just for kicks). If you're into maximum game
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enjoyment, then I recommend you take the time to solve them.
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:: PAWS :: Talk to Feridwyn. He'll say E&A (Eliz. and Abraham) have gone to
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Jhelom. You can stay and solve the little "missing venom" mystery if you like.
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It will give you practice on how to deal with people and get information from
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them. Head to Jhelom. If you can't afford a ship by now, go to the western
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entrance to the dungeon Despise (next the Lost Lake surrounded by mountains NW
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of Britain) and get the flying carpet. Follow north shore of the river that
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feeds the lake and it will be sitting there. Very useful item (and it's free!).
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While you're in Paws, buy the hourglass from Beverlea and keep it in a safe
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place.
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:: JHELOM :: Talk to Joseph the mayor. He says E&A have left for Britain (of
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course). While you are here, talk to DeSnel about the serpentine dagger you
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found in Minoc. You can solve the mystery with Sprellic and the banner of
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Honor, but it's not necessary. Keep in mind that killing townsfolk is ok ONLY
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if they attack you first.
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:: BRITAIN (again) :: Go to Britain again and talk to Batlin. He'll tell you
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to go to Destard and find some Fellowship gold. Destard is located to the SW of
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paws on the west side of the mountains. You don't have to go in, just go near
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it. It's PACKED with treasure and gems and dragons, so be careful.
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(Invisibility is almost a MUST here). There are also some glass swords in there
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(save at least one for later...). Go back to Britain, and join the Fellowship
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at 9pm that night (don't listen to your friends). There is another
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documentation scheme here. Batlin will ask you 2 of 3 random questions I've
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seen. Ginseng must be boiled 40 times and Mandrake can be found in 2 places in
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Britannia. I think the answer to the picture question is 6. Trial and error
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will help if that's the wrong answer. Make sure you wear your Fellowship
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amulet, it will effect the way some characters treat you. Looks like E&A have
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headed towards Vesper.
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:: VESPER :: Find Auston the mayor. He's not a Fellowship branch leader, but
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he has talked to E&A. He will refer you to Cador, who tells you they went to
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Moonglow. This is an interesting town. Be careful what you say if you go into
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the gargoyle tavern...
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:: MOONGLOW :: Very important city... Talking to Rankin, the Fellowship branch
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leader, will reveal that E&A have moved on (surprise surprise) to Terfin, the
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island home of the Gargoyles. While you are here you need to awaken Penumbra
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who has been asleep since your last visit to Britannia. Next to the door of her
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house is a plaque. By reading it repeatedly, you will learn how to open the
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door (by placing a hammer, gold ring, lockpick, spindle of thread, and some
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other form of gold next to the plaque). This will open the door. Once in side,
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awaken Penumbra with your Awaken cantrip or by using a potion. She will say she
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needs some blackrock to shield her room before she can continue to help you.
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Well, what do you know? If you've followed along closely, you should have 4
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chunks of it with you. Put them on the pedestals in her room and talk to her
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again. She will tell you to find the Ethereal Ring. This would be a good place
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to cast a Mark spell so you can return when you've found the Ring. Terfin would
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be a good place to start.
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:: TERFIN :: Talk to everyone, especially Draxinusom and Quan. E&A have headed
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to the Meditation Retreat. You can solve the altar conspiracy here if you like,
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but it's not necessary. You will also learn that the Ethereal Ring is on the
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isle of Spektran (NW of Terfin). You will get the ring later.
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:: MEDITATION RETREAT :: If you go to the Retreat (NOT necessary at this point,
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you will return later...) you will learn that Ian will only permit entrance to
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Fellowship members (which you are, I hope...). You will learn that E&A have
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gone to Buccaneer's Den. Before you pursue them any further you must find the
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omniscient Time Lord. The first step is to go to Empath Abbey west of Yew.
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:: EMPATH ABBEY :: Talk to Taylor the monk. He will tell you about the Emps
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that live in the woods. If you've seen them, you'll know they won't speak to
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you (unless you have some honey). Go to the Bee Cave and get two or three
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clumps of honey. The Bee Cave is no big deal. I found that you could basically
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run right through the bees and they won't really give a shit. Use the smoke
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bomb if you get in trouble.
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:: EMPS & WOODS :: With the honey, you are able to talk to Trellek the Emp
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about finding the Wisps. If you're having troubles finding the Emps, look for
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the giant white Silverleaf trees in the woods. Trellek will need permission
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from Saralek who needs permission from Solomon, the Emp leader. Solomon will
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give you a written agreement to have Ben the woodsman sign to stop the
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destruction of the Silverleaf trees. Ben's cabin is on the very western edge of
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the forest near the shore. When you've gotten the treaty signed, Solomon will
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grant you permission to take Trellek to the Wisps, but Saralek changes her mind.
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Instead of going with you, Trellek will give you a whistle to call the Wisps
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with (that was easy, huh? :) Head to Spiritwood to find the Wisps (near
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Destard). They can also be found in the abandoned fortress they've inhabited
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somewhere near Yew woods.
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:: THE WISPS :: Blow the whistle when you're near a Wisp and it will talk to
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you. They will offer you information if you bring them Alagner's notebook.
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They will also give you valuable information on the Guardian. Off to New
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Magincia!
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:: NEW MAGINCIA :: Alagner will agree to give you his notebook if you answer
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the questions of Life and Death. This must be done by asking the Tortured One
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in Skara Brae.
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It might save time if you Mark Alagner's house so you can return his notebook
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quickly later. If you haven't acquired a Seance spell yet, go get one and head
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towards Skara Brae on foot.
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:: SKARA BRAE :: Use the Seance spell and hitch a ride from the Ferryman.
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Destroyed by an accidental fire, Skara Brae is home of the Dead. Talk to
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everyone (especially Mordra). Make sure you pick up the Mandrake Essence (the
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glowing potion), an empty vial, a curing potion, and potion of Invisibility at
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Mordra's pad. Go to the Smithy and talk to Trent. Take the music box and go to
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the Dark Tower in the NW edge of the isle. Use the music box near Rowena and
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take her ring to Trent. Take the finished cage and go to the Alchemist's.
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Caine won't answer the questions until you destroy the Liche. Plug the three
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potions and the empty vial into the thingamajig and turn the burner on. If you
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did it right, a sparkling blue potion should fill up the vial. Take that and
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the cage to the Dark Tower. Go to the back of the Tower (through the fake wall
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by the stairs) and use the cage on the Well. Go to the throne room and wait for
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midnight. When Horance lies down, plop the cage over him and use the potion.
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Horance says you need to find someone to sacrifice. Talk to Forsythe the mayor.
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Now you get to find and talk to EVERYONE in the town, including those who you've
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talked to already. After everyone refuses to sacrifice themselves, Forsythe
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will agree. Take him to the Well and destroy it. Go to Caine and learn that
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there are NO answers to Life and Death (you MUST still do this).
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:: TIME LORD :: Go to New Magincia, and tell him there are no Answers. Get the
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key, find the notebook in his storeroom and take it to the Wisps. Use your Orb
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to beam to the Time Lord. He will direct you to the dungeon Despise to destroy
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the ether-screwing generator. Before you can follow up on this, you need to
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destroy the generator found in Deceit. In order to do this, you need the
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aforementioned Ethereal Ring (ie Spektran!). If you go to Alagner's to return
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his notebook, you'll find him dead (very dead, actually). Use his crystal ball
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and you'll get your first glimpse at the much sought Elizabeth, Abraham, Hook,
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and Forskis...
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:: SPEKTRAN :: The door to the Sultan's place should open when you approach it.
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As you will see, the Sultan is somewhat of a loony. You need to kill his harpy
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and take its key. The harpy can be easily killed using invisibility or a glass
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sword (make sure you still have at least one glass sword when you leave here.
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It's ok if you don't, but it will save you much heartache later...). To reach
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the room with the ring you need to stack the crates on the table (three high I
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think...). Now head to Moonglow and have Penumbra enchant the ring.
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:: DECEIT :: This dungeon isn't too tough, but what's inside the generator IS.
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Follow all the hallways and find the false walls (try walking into the dark
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areas and you'll see what I mean). You can talk to the Cyclops if you want, but
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it's not necessary. Before you approach the generator, drop all your party
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members and put on the Ring. Inside the generator is the ugliest, toughest
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fucker in the whole game (he's the one you've been saving the glass sword for).
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I didn't have any more glass swords by the time I got here and still killed him,
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so don't fret. By cornering him and using LOTS of healing and protection
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potions, you can do it with any magical weapon. Click on the box in the middle
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of the room and watch as the generator collapses. There should be a miniature
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tetrahedron sitting on the ground. GET IT and get out of Deceit. Now Nicodemus
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(in the "chessboard house" in Yew) is able to enchant your hourglass, which is
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needed to approach the next generator in Despise.
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:: DESPISE :: DON'T enter the northeastern entrance to Despise. It's good for
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experience, but not necessary. Use the entrance on the Lake (the one where you
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found the flying carpet). I won't get into the details of Despise, but you need
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to get around the teleporters and follow the tunnels east of the entrance. The
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tunnels will burrow around to the SW side of the lake and you'll find the
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Spherical Generator.
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You'll find a moongate puzzle inside. The correct sequence is RED, BLUE, BLUE,
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RED. Pick up the small Sphere and leave (via Recall if possible :) One more
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generator to go!
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:: MEDITATION RETREAT AGAIN :: This place is pretty much a bore, except for the
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cave that you're not allowed to enter (ooo! are you shaking??). By this point
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in the game you should have gotten a feel for what the Fellowship is about
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(nothing good, that's for sure...). In the cave is the Cube generator. You
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won't be able to approach it, but you should Mark it so you can beam back later.
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After reaching the Cube, contact the Time Lord by using the hourglass. He will
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tell you to find a mineral called Caddellite. This is found on the Isle of
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Ambrosia.
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:: AMBROSIA :: This island is kinda hidden. It's located in the NE sea of
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Britannia. If you've been using the map from the game package or the one found
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in the game itself, you won't be able to see Ambrosia because it's under the
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little compass icon in the upper right corner. It's a large island and
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shouldn't be too hard to find. Inside a cave on this island is where the
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Caddellite is found. It's guarded by a three headed Hydra. Surprisingly the
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Hydra is huge wimp and croaks quickly in combat. You'll need one chunk of
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Caddellite per party member (or just one if you plan on approaching the Cube
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alone. You can't take your party members inside anyway...). Take the
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Caddellite to Zorn in Minoc and he will fashion helmets for you.
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:: MEDITATION RETREAT again ::: Beam back to the Cube and go inside wearing
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your special helmet. The puzzle inside involves walking on certain spots of the
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walkway that trigger the bridges to other parts. Trouble is, some spots remove
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other bridges as well. I could go on for a page or two on how to solve it, but
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it would be easier just to tell you to save the game a lot and do it yourself.
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It's hard, but not impossible. Just look out for the fire fields and fireballs.
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Another hint: you'll cover almost 100% of the walkways before you're able to get
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to the center. After the Cube crumbles, take the little cube and head to
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Buccaneer's Den.
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:: BUCCANEER'S DEN :: Now you're after the ever elusive E&A and the killer
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Hook. Possession of the little Cube forces the truth out of people who would
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normally lie to you (ie most people in Bucc. Den...). Talking to Danag at the
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Fellowship Branch will reveal much about Hook, Elizabeth, Abraham, and the
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fucked up Fellowship. Talk to Sintag at the House of Games and get the key from
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him. The door in the Games leads into the mountain passages where Hook's
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hideout is. In his hideout, you'll find the navigational plans for the ever
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elusive Crown Jewel, and the Black Gate key used to get past the barrier on the
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Isle of the Avatar. Also in his hideout is a list of people the Fellowship has
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eliminated (with you and ol' LB yet to go). There's nothing much else in those
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tunnels, except for a some torture chambers used by the Fellowship and a couple
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worthless prisoners. Off to the Black Gate!
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:: ISLE OF THE AVATAR :: If you're not 8th level by this time and able to cast
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some major kickass spells, you might want to do some experience-collecting
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|
before going here. The key from Hook's place will allow you to pass the barrier
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|
on the south side of the island and get into the dungeon. This dungeon is
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|
rather long and hard. A couple tips:
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- It is not necessary to kill the dragon. Lots of
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cool goodies though! (ie a Glass Sword that will be
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handy soon)
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- The Chair of Change teleports you to one of 3 places
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in the dungeon if you sit in it. At each location it
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|
takes you, examine all the walls for hidden passages.
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- Sitting in the Throne of Virtue (or whatever its
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|
called) will make the Chair of Change take you to a
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|
fourth place, necessary to get to the Gate.
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|
- In the "Fellowship Hall" try fiddling with the
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|
medallion.
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|
- Watch out for the Paladin guarding one of the last
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|
doors, he's an asskicker (use a Glass Sword if you
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|
have one...).
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|
- Take the mage's spellbook from his room. It's
|
|
fully loaded!
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- If you still can't find the Black Gate room, try
|
|
looking for any keys you might have missed. Also
|
|
poke on every wall you see, there's lots of
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|
illusionary walls.
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|
:: THE BLACK GATE :: Ah, the gang's all here! After some little bickering,
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|
they will attack you. I had troubles winning this battle hand-to-hand until I
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|
found a useful little spell called Death Vortex. If you use it, DON'T cast it
|
|
on an enemy. Cast it on YOURSELF. This spell is useful to say the least.
|
|
After everyone croaks (except the little weasel Batlin) you'll be left with the
|
|
choice of returning home, or using Rudyom's Wand (you still have it I hope!) on
|
|
the Gate. The animated sequence at the end of the game is kinda short, but
|
|
_completely_ amazing.
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|
Ok people, that's it. Mucho regards to Mr. Gariott and Origin for making such
|
|
an incredible game. Ultima VIII is supposed to be out next summer, so keep
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|
yer eyes peeled. If anyone has any further questions, drop me a note!
|
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|
|
the Scourge
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adam@mentor.cc.purdue.edu
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|
June 1, 1992
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
|
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|
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& 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
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