ULTIMA V Part 1 You, the great Avatar of legend, were enjoying a comfortable sleep in your own world. It had been a long time since you ventured deep into the Great Stygian Abyss and entered the Codex of Ultimate Wisdom. Returning back to Britannia, the world you had begun to love as your own, was not as easy as it seemed. The gate into Lord British's realm had not appeared since the fateful day the Codex returned you to your home. But now things are looking pretty grim. I'm sure Iolo has given you the story, and those three beings he calls Shadowlords are more than enough evidence that Britannia is in trouble. It is time to don your armour and carry the Ankh again. First of all, my compliments go out to Lord British, who has created the best adventure/RPG game I have ever played. He pushes the point of realism and has cleared up a lot of the "minor things" that were wrong with ULTIMA IV. More importantly, however, he has doubled the size. ULTIMA V (in case you may not have dug into the game yet) is BIG, but fun! Let's get some of the preliminary things cleared up. First of all, it will be beneficial to you to open up your "Book of Lore" and read it straight through. Pay attention to the section on "Virtue" if you didn't play ULTIMA IV. Next, I recommend that you memorize the runes in the "Language" section. Several times in the game, you will be required to read and/or translate messages in runic writing. Having the table committed to memory makes things a lot easier. As for the other information (geography, economy, etc.), it will help you understand and get closer to the detailed and enchanting world you are about to enter. Take a peek at the "Ethics" section. You'll soon see how Britannia came to be in this shape because of these "laws." But behold! There is more: a map, a journal of Lord British's fateful trip, a player's reference card, and a quick reference card. Set the map out where it's comfortable -- for you and for it (your map is probably tired of being folded in that dark box): You'll be using it a lot. Read the sheet about Lord British's trip, then set it aside for later (it will be used to obtain a needed item). The player's reference card deserves a read, and the quick reference card would do well sitting next to your keyboard. There is a list of spells on the back that helps considerably. NOTE: It is assumed that you have played ULTIMA IV (you should definitely do so, if you haven't already), although you need no prior experience. The "Create a character" function is self-explanatory; nevertheless, the gypsy's questions may be confusing to someone who did not witness the same thing in ULTIMA IV. Each virtue represents a class. By repeatedly choosing the virtue of the class you wish, you will end up as that class. For example: If you're given a choice between Honesty and being humble in some way, choose the Honesty response if you want to be a Mage. Since there are only three classes in ULTIMA V (instead of eight, as in ULTIMA IV), and you're automatically an Avatar (regardless of class), the only things that are minimally affected are the intelligence, strength, and dexterity stats. The introduction fits well with your current location in the game. You're in Iolo's hut with Shamino (who doesn't look so good). Iolo is already in your party. First things first. Let's try out some of those spells on Shamino. A few MANIs should do. Next, teach yourself good searching habits. Searching is of major importance in ULTIMA V. Almost anything can be searched, and many things hold items of value and power. Barrels, bookcases, beds, vanities, coffers, trunks -- if you see it, search it. For example, a barrel in Iolo's barn contains a potion. Try to S)earch there. When you're sure you've mastered lesson one, it's time for lesson two. Lesson Two. What you find is yours, no matter where it is, with one exception: food. DO NOT, under any circumstances, get into a habit of looting fields or tables for food -- no matter how painful those hunger pangs are. "Stealing" food is one of the few things in this game that are detrimental to your Avatarhood. The best way to obtain food is to buy or summon it. Details on food -- a major obstacle in the game -- will be discussed later. After picking up any items you might find at Iolo's, exit to Britannia. If you're lost, you should be in the northwest corner of the map, just east of Empath Abbey. Hike west and find Empath Abbey. Enter and utilize your new talent for searching and getting. Next comes Lesson Three. Lesson Three. Much like ULTIMA IV, talking is essential to the game. Similar to the rule of searching, the rule of talking is: If you see someone, talk to him or her and use the general topics to extract as much information as possible. JOB is the most useful starting point. JOIN works, but for most of the characters you won't need it, since they ask you if they may join you. As with the rule of taking, there is an exception. Don't try to talk with guards in towns. More often than not you'll end up in the slammer or out a goodly sum of gold. Inside Empath Abbey you should begin to draw some conclusions: Think about what is going on, who is corrupting who, where to go for further information, etc. When you feel you've talked to everyone you can, hang around in the kitchen. Julia, an old companion, wants to join you. If you wish, pick her up. Also, Toshi, a bard, would like to join. Be picky with whom you let join because there are only six slots, and you will be meeting all seven (actually eight) of your former companions. Exit Empath Abbey and head east onto the road. Follow the road around to Yew. This will be your first experience with Blackthorn's tyranny. Upon entering (after passing the signs bearing Blackthorn's law of justice) a guard should beset you. Just this once, let him approach you and demand a fine. Refuse to pay, but go with him quietly. You end up in a cell in Yew any time you are caught in the above manner. Here you can talk to your fellow prisoners and learn how to get keys. Always be kind, and always be on the lookout for help. After receiving your keys, head north through the secret door behind the bed. Jaana is in the underground, as well as rats and a silver sword. Search, search, search! After you escape, head over to the father and son "criminals" in the manacles (be careful to avoid the guards!). Talk to them and learn of their plight. This, for me, was the first example of Blackthorn's evil perversion of the virtues. Think about it, then prepare yourself to battle evil. Be an Avatar, and release the two poor souls. From here, you're on your own. T)alk and S)earch. Here are a few things to listen for: the Resistance (a bartender can help with this one); Lord British's items; the names of the Shadowlords; the locations of the shards; and the Words of Power. There is much more to do in the game, but these are the main subjects you will need to acquire and learn before you can successfully complete your quest. Good luck! After many days in Britannia, you will begin to encounter the single most frustrating problem of the game: lack of food. A spell, IN XEN MANI, can be found in Moonglow and allows the creation of a meager amount of food. Unfortunately, the quantity is not worth the price of the spell. A few suggestions follow to help alleviate the problem: 1. Don't carry a full load of people until you carry a full load of gold. 2. Moonglow and Britain usually have the best prices for food: Stock up when in town. 3. Save the game at milestones. If you feel you've wasted your food floating at sea, turn the computer off and come back. The food problem soon leads to a development of the philosophy of the "ULTIMA Chain." Everything starts at the bountiful encounters of the night. To survive, it will be necessary for you to fight as often as you can. Land monsters, such as Ettins, Headlesses, and Trolls, are the best monsters to attack, especially when you compare the difficulty to defeat them with the treasure you receive for your efforts. From these encounters, you'll gain a tiny amount of food, and a tremendous amount of weapons and armour. Stockpile equipment, and then sell it. This brings you gold. And we all know what gold brings you, right? ULTIMA V Part 2 Iolo's hut is just one of the many interesting places you will visit in your Quest of the Avatar. You will encounter two castles, eight major towns, six villages, four lighthouses, three major keeps, four minor keeps, four huts, and the Codex. Most of these locations are in the same places in Britannia as they were in ULTIMA IV. The major exceptions are the keeps, huts, lighthouses, and one of the castles. It is helpful to use the map provided in the game box. Pin tags on it showing the names of the specific locations, dungeons, and shrines as you visit them. This helps when you need to return to a specific location. In each of these places, it is imperative that you search the buildings and environs thoroughly and talk extensively with all the inhabitants, if you are to succeed in ULTIMA V. The order in which you visit the locations cannot be set precisely, so a step-by-step walkthru is impossible. In some cases, conversations at one location will lead you to another, and then back again to get all the information you need for a particular situation. It is suggested, however, that after investigating Iolo's surroundings, you travel south and east to Brittany Bay, and begin your investigating at Lord British's Castle. Of course, during your travels, visitations, and investigations, you will be building your group's attributes so that you will be ready for the final quest: the assault on Doom. Since there is no real order to visiting, this walkthru will take the locations in basically the order listed above, and discuss the major features and personalities in each. One word of caution: Do not eat the food from the tables or take food from the fields. This is the only activity that can have a negative effect on the "growth" of your party. Otherwise, you can search and take all you want. Be sure to search all trees, stumps, chests, furniture, etc. Additionally, you can back out of fights without penalty in this game. Occasionally, when you enter a town you will be told, "An air of __ surrounds you!" When this happens, leave the town immediately (unless you like frustrating experiences). This simply means that one of the Shadowlords is in residence, and he will keep you from getting good answers, even disallowing the people to talk to you. If you persist, the Shadowlord will attack you, and, believe me, you cannot win that fight. Usually you can exit the town, camp for the night, and re-enter the town the next day. There is one other general note: Some of the people will not talk with you completely until you have finished several of the Shrine Quests. One other suggestion: Mapping the towns, villages, and buildings is helpful in locating hidden doors and passages, as well as in saving you the time used to retrace your footsteps. Now, let's get on with the specifics. THE CASTLES Lord British's Castle is located just where it was in ULTIMA IV -- right on Brittany Bay. Only now, after years of peace and prosperity, it has grown. The building consists of five levels and has some interesting things and people in it. LEVEL 1 (MAIN FLOOR) The major features here are a kitchen and a stable. You won't get much information here from either Stephen (the Cook), or Treanna (the Stable Girl), although the latter may help you later. There is a locked door off the corridor outside the stable which leads to the outside. If one of your party has enough dexterity to unlock this door, you can mount a horse here, and ride out of the castle. In the northern corridor, there is a door to the outside that is locked. Don't worry with it or waste your time. Those of you who played ULTIMA IV will recall that one of the dungeons had an entrance in the back of this Castle. It is not there in ULTIMA V. This exit to the castle can be used to get back to the great outdoors, but only if: 1) you can open the door, and 2) you have the flying carpet to get over the stream. In each corner of the castle, there are towers with up and down ladders. Down leads to the Basement. THE BASEMENT On this level you will find the North Star Armoury, proprietor Max Engle, the jail, and several storage rooms. In the armoury you will be offered some nice pieces of equipment, if you can afford them. The magical shield is quite nice, but very expensive. In the storage rooms (if you can get in), search all the containers. There should be some interesting artifacts available. By the way, some of the hidden special items will regenerate when you leave the building and town; others will not. Now, about the locks. Some are magical and will require either Skull Keys or the IN EX POR spell to open. Don't waste keys when you are told that the key broke. You either don't have enough dexterity yet, or the door is sealed with magic. There are three doors in the Jail: Behind the right there is nothing, the middle holds a nasty prisoner who gives no real hints or service (he will fight you if you let him out), and the left is a mystery this Avatar never solved. If you get the door open, there is a stone wall! Don't waste time, spells, or keys in this area. Go back to a tower and go up twice. LEVEL 2 Here you will find lots of rooms to explore, but little of value. There is a kitchen, cook's room, dining room, banquet room, guard barracks, throne room (empty), and banquet hall. There is a secret passage running down the middle of the level with entrances to the banquet hall, throne room, and kitchen. As far as I could determine, there was no real value to this passage. It required a lot of keys and spells to finally solve with no gain. You may encounter Desiree on this floor. In chatting with her, she will tell you that Lord Stuart (he is in Moonglow) is working on a magic spell to create food. More on this later. Go back to a tower, and go up once. LEVEL 3 (THE ROOF) What a view from the battlements! Although not of any real value but cute: Go to one of the cannons and F)ire it. You can actually move them around, but they have no use. DO NOT try to use them on the guard (who will try to keep you from entering the center area of the roof). As a matter of fact, do not, repeat, DO NOT kill the guard. You may not get out of the Castle alive. By the way, this warning applies to all places in Britannia (don't fight or kill the denizens unless they assault you first). Okay, if you can't kill the guard, how do you get by him? Play a waiting game until you can't see him, and then sneak to the center of the roof, where you will be faced with a door you can't open! The sign says this is Lord British's apartment. You will need the IN EX POR spell or a Skull Key to gain entrance. Right inside this entrance you will see a carpet on the floor. Get it! You now have a flying carpet, which is one of the most useful modes of transportation in this game. By the way, it regenerates when you leave the castle, which means if you lose the one you have, you can return for another. Search the room thoroughly. If you have mapped the roof, you will see that the room and the outside walls do not match. Go through the fireplace. Ah ha! A secret room! Search and take potions/scrolls you are offered. Again, look at the diagram. There is still an area in the northeast corner unaccounted for. Go back in the room, sit down at the harpsichord, and play the tune you were taught by Lord Kenneth in the Grayhaven Lighthouse. (On your keyboard type 6 7 8 9 8 7 8 7 6 7 6 5 3, in that order.) There will be a rumble, and a secret door in the northeast will be revealed. Enter the room, and take the box. Don't waste your time trying to use it, open it, etc. Just take it and keep it with you until you get to the end of the game. Its use will be made apparent to you then. From the apartment, you can go up to the final level, which is the observatory. THE OBSERVATORY On the roof of Lord British's apartment, you will find a telescope and flag. If it is night, look through the telescope at the stars and comets. The comets represent the Shadowlords and the stars/planets represent the eight towns of Britannia. The Shadowlords will be 0occupying the towns to which the comets are closest. That's it for this Castle. Exit the penthouse and go to the nearest tower, go down to main floor, and exit. A couple of interesting points about this building. There are not a lot of people to talk to, nor are there many clues which will help you in the rest of the game. The other interesting feature is if you and your party are killed during your travels, you will be resurrected by Lord British, and you will find yourselves on the top level of this Castle with all your hit points restored and all your possessions intact. Additionally, if you are ready for advancement, you will get that honor from LB during the ceremony. Actually, it is worth dying just for the show. BLACKTHORN'S CASTLE You will not be able to reach this location until you have sufficient funds to buy a ship. Secondly, you should not even try to assault this bastion of evil until you have acquired the Black Badge and learned the password of the Opposition. Wearing the badge and giving the password when asked will allow free passage around the castle in search of Lord British's Crown. By the way, the Badge will be given to you by Elistaria (located in Windemere Keep) when you give her the password for the Opposition (IMPERA), which you you will learn from Judge Dryden in Yew, after you've talked to Tactus in Minoc. Confused? Just go to Windemere Keep with this information, and ask Elistaria about the opposition. You have all the information you need to get the Badge. She will tell you that Thrud has other items. Don't bother. It's a sword and shield of dubious value. Also, if you have talked to Toede (a prisoner in the Serpent's Hold), you will have been told to beware of trapdoors in Blackthorn's Castle. How true! These devilish traps are located in most hallways, and can be very frustrating. You can try to avoid them (in the Apple version, you can see little red dots surrounding squares that have trap doors in them), or you can travel the corridors on the magic carpet. There is one other way to get around Blackthorn's domain without the subterfuge afforded by the Badge. It is called sneaking, but when you're caught (and you will be!), you'll be taken to the dungeon and tortured until you tell Blackthorn what he wants to know. In this process one of your party -- Shamino or Iolo usually -- will be sacrificed. You will be put in a cell with Gorn, who will offer you some information if you will let him join your party. Okay, take him up on the offer. He will tell you how to escape from the castle using secret passages and doors. Specifically, he says: "There is a secret door behind me. Klimb to the roof, and sneak down the northern ladder. In Blackthorn's bedroom there is a secret door. Klimb down the ladder to the other side. Go through the secret door to the north, down another ladder, and out the back gates. Wait there until morning, when the drawbridge is lowered, and flee for our lives." Confused? So was this Avatar. That is why I chose to do this part of the game with the Badge and Password. Additionally, I didn't care for Gorn and preferred my old friends, Shamino and Iolo. By the way, Hassad, one of the former Council Members, is imprisoned here. He can give you the Word of Power -- MALUM -- to open the Dungeon Wrong. Blackthorn's Castle is made up of many rooms, confusing stairways, and lots of locked doors. Interestingly, most of the doors can be opened only with skull keys. But don't waste them; they are too hard to come by. Since it is really not necessary to explore this whole castle, I will not give a complete floor-by-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 from the rear. Here you will find a hallway with doors to the east and west, and stairs going up to the south. The western door leads to a Stable. Be careful! There are two trapdoors in the center of the hallway. Walk next to the wall all the way south, then take the stairs up. In this room you will see stairways in the northeast, northwest, southeast, and southwest corners. You will also see an individual sitting in a chair. If you talk to him, you'll find he is Weblock, a mysterious old mage who offers 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 northwest or northeast stairway on Level 2. Let's assume you entered using the northeast stairs. (If you use the northwest stairs, just reverse the following instructions.) Go east as far as you can. Go south through the room of columns, and continue south past the fountain, as far as you can. Turn west and go to the first door going north. Enter the room. Wow! Blackthorn's throne room. Are you in trouble? No, just stay to the side, and go all the way north, turning to the center of the room, then west to the door. Go north, and you are in Blackthorn's bedroom. Take the time to search everything here, and get all the "goodies." You have earned them! To the north there are stairs to the roof; use them. You are on the northern wall of the Castle. Board your Carpet because there are trapdoors in all four of the corner towers. Just to be sure, travel along the walls. Go either west or east, then south, then either west or east to the center of the southern wall, and the walkway that leads to Lord British's Crown. You will cause the Gargoyles to come alive and attack you. If you're strong enough, you should be able to kill them easily; as an alternative, have one of your party equipped with a Ring of Invisibility, and remove all the others from the battle. The Gargoyle with think everyone has gone, and he will leave, too. You have beat him and have access to the Crown. Open the door using a skull key. (Again, magic won't work here.) Stay on your carpet, and get the Crown. That's it. Exit by reversing your route. As long as you keep the Black Badge on and speak the right 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 BADGE! There are many good people in the land who will not talk to you if you are wearing it. ULTIMA V Part 3 THE MAJOR KEEPS These buildings were in ULTIMA IV, but they have changed greatly in the years since that scenario. There are three such keeps: Empath Abbey, The Lyceum, and Serpent's Hold. Empath Abbey can be found in the northwestern part of the main continent. This keep represents LOVE. There are two levels to this keep. Searching them will reveal the major features: a healer on the first level, and the Flame of Love (on the second level on a balcony off the northern wall). From Tim, the Keep's Bard, you will learn about Sir Kenneth, the court composer, and where he can be found. Lady Barbara is the Keeper of the Flame of Love. Lord Michael will discuss the principles of Love, give you the Grapple, and reveal the name of the Shadowlord of Hatred: ASTAROTH. The Lyceum is located on the same island as the town of Moonglow, and is due east of Brittanny Bay. This keep stands for TRUTH. The building has three levels. It contains a stable, a pub, a healer, a library, and the Flame of Truth. The stable is on level one, the healer and pub are on level two, the Flame of Truth is in a room to the north of the throne room, and the library is in the northwest quarter of level three. There is nothing hidden in this keep. Lady Hayden and Lord R'hien will share some philosophical views of the state of the land with you. Lady Janell will give you the information on the twins in Cove, who can help you reach the Shard of Falsehood. Shalineth, the Lord of the Keep of Truth, reveals to you the name of the Shadowlord of Falsehood: FAULINEI. Rollo, The Lyceum's scribe, validates the final travels of Lord British -- a loose hint about 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. This keep stands for Courage. The building has two levels above ground, and an underground area. Exploring them will reveal an armoury (with standard fare), a dungeon, and the Flame of Courage. The basement level houses the Flame of Courage, and a couple of secret doors and corridors which have nothing of real interest behind them. The armoury and dungeon are on the main level. On the second level is a training room and the throne room. Lord Malone, the Lord of the Keep, reveals the name of the Shadowlord of Cowardice: NOSFENTOR. In the training room, Monsieur Loubet, the fencing master, tells you that a magic carpet can be secured from Bandaii in Paws. In the dungeon, Toede (a prisoner there) tells you to beware the trapdoors in Lord Blackthorn's Castle, which he helped construct. Kristi, the cook for the Keep, will sell you some Skull Keys. Buy them! At 100 gold pieces, they're a bargain! Gardner, the keeper of the Flame of Courage, tells you where to locate the Shard of Cowardice from the Underworld entrance to the Dungeon Hythloth. He gives you the coordinates L'A"-L'I" and explains that the area is composed of many small chambers, which require magic (IN POR) to reach, and lots of exploration to locate the Shard. THE TOWNS The eight towns -- Britain, Yew, Jhelom, Minoc, Moonglow, New Magincia, Skara Brae, and Trinsic -- are in the same locations as they were in ULTIMA IV. For those who did not play the previous scenario, this walkthru will pinpoint their locations for you. BRITAIN Britain is located on Brittany Bay just to the west of Lord British's Castle. In the town you will find a full service inn (food and lodging), and an armoury. This armoury will provide you with a magical bow (if you can afford it) and other fine wares. 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 will find the Bard Gwenno, who will join your party if asked. You will also learn the Mantra of Compassion (MU) in town. The major personalities and the clues they will give you are: Greyson: He tells you about the guardians of the Codex. He warns you that only those on a sacred quest can be granted passage to the Codex. What he means is that unless you have visited a Shrine and received the Quest, you cannot visit the Codex to get the information you need to complete the Quest. Terrance, a soiled farmer: He is located in the Orchard and will tell you to ask the owner of the Arms of Justice in Yew about the Resistance. Telila, the cleaning lady: She is in the Inn and will tell you about a strange man, Annon, who spends his days alone on the balconies. Additionally, say the word Gossip to her, and she will give you a very important clue about finding the Mystical Arms 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 time you meet Annon, he will be most reticent with you unless you have completed a couple of the Shrine Quests. He will tell you that he does not trust your virtue. Once he opens up, he will give you the Word of Power (FALLAX), which can be used to unseal the Dungeon Deceit. He tells you that the eight dungeons were sealed with these words of power, but Blackthorn is hunting down the former Council members to obtain the words so he can unleash the horrors from the dungeons. He will also tell you that the daughter of another Council Member works as a sailmaker. "Ask the child about her mother, for she knows one of the Words of Power." The child is Fenelon. She is in Minoc, and her mother is Fiona, who runs the Poorhouse there. Eb, a young boy: He is the busboy in the tavern in the inn. He will help you find the Glass Sword by telling you to talk to Malik in Moonglow. YEW Yew is located in the northwest part of the main continent of Britannia, and it may be the first town you encounter after leaving Iolo's hut (located in the deep woods just to the south of this town). Yew and Empath Abbey are connected by a road; one of the Moongates is located between the two locations. The town itself has two levels. You can secure the Mantra of Justice (BEH) here. On the main level, you will find an armoury, an apothecary (reagents), a tavern, a cemetery, and a hall of administration and justice. By the way, avoid the guards. They will want to take your money as a donation to "charity." If you don't give willingly, you will be attacked! At the Arms of Justice, you can purchase a magical axe. This is probably the best weapon in the game, and I would recommend that all members of the party be equipped with one as soon as you can afford to do so. Obviously, food is available in the tavern. Madam Pendra's Apothecary offers Sulfur Ash, Ginseng, Garlic, Spider Silk, and Blood Moss. If you enjoy translating the language of Britannia (which I found to be a pain), explore the cemetery and read the headstones. By the way, there is a secret exit in the wall in the northwest corner of the cemetery. It can be handy if you are running from the guards. The administrative offices also contain the town's jail. There is a trapdoor here which will take you to the lower level (see below). On this level you will meet and talk to: Jerone: He is a prisoner in the Hall of Justice jail. He tells you about "seeing" Lord British as an apparition while adventuring. This is a loose hint about how LB will visit and bestow advancement on your party when you camp and rest "before the campfire." Chamfort, a hearty Blacksmith: He owns the Arms of Justice and can tell you about the Resistance if you remember who (Terrance in Britain) told you about him. He will give you the password (DAWN) for the Resistance and tell you to talk to Landon, who is the local leader. He can be reached through the fireplace, which leads to a secret passage in the lower level. Mario and Aleyn: This father and son are prisoners in the public shackles. Talk to them, then unlock and free them as an act of kindness. Judge Dryden: He is in charge of running the town and will help you get into the Oppression. Ask him about the Chain of Oppression. He will want to know who sent you (Tactus in Minoc). He will then tell you to see Elistaria "on the northern-most isle of Britannia." Tell her the password IMPERA when you see her. Graymarch: He is a prisoner who is concerned about his son Froed (Skara Brae). Felespar: This old wizard is also a prisoner, and you will find he was a Council Member. If you know the password for the Resistance, he will give you one of the Words of Power (VILIS), which will open Dungeon Despise. Now, go to Chamfort's quarters, enter the fireplace, and go to the lower level of Yew. Follow the passage north as far as you can go, then east to the junction with a passage going south. Take the passage south. You have found the secret quarters of this Yew's Resistance movement. Here you will meet Jaana, who is a good addition for your party. She will add magical powers to your group, which will be needed later. Go back to the east/west corridor, and continue east. The next passage to the south leads to what looks like a blank wall. Search, and you will find a secret door. Don't bother with it. This room is under the jail and has a rat in it. If you have fallen through the trapdoor in the jail above, this is the room in which you landed. You can get out by opening the secret door. Go back to the east/west corridor and continue east to the final southern passage and stairs up. You can go south, dispose of the rats, and search the barrel if you want. Go up the stairs. You will be in an east/west passage, which is actually a secret route between the cells in the jail. There is a secret door in the exact middle, which will put you into the middle cell in the jail where Jerone is incarcerated. In this passage you will probably encounter Landon, who will tell you that Blackthorn has Lord British's Crown in a room at the top of his castle. He warns you that Blackthorn prohibits magic from being used in his castle, and tells you to seek out Sir Simon "on a mountain isle, west of the Spiritwood." JHELOM Jhelom is located on an island to the southwest of the main continent. There is a moongate located here. The town itself is a single level; however, each of the buildings -- armoury, inn/pub, and shipwright -- all have second floors. Each of the corner towers has two stories. The towers are entered by going to either the southeastern or southwestern corners, then by going up to the top level, and traveling the walls. Really, there is little to be gained in these towers. The main thing here is the northwestern tower. This is the home of Goeth, who was one of the Council Members. He is difficult to talk to, since you need to reverse your words with him. In addition to giving you one of the Words of Power (INOPIA) which opens Dungeon Destard, he will tell you the secret of the Moonstones. He tells you to stand at a moongate until just after it closes, then search for and take the stone. The stone can then be planted elsewhere and used for travel. This is most important when you begin to search the Underworld for the Shards, since in a couple of cases, it may be the best (or only) way to return to the surface. Other people of interest: Thorne, a battle-worn fighter: He will give you the Mantra of Valor (RA). He will also give you great help with Dungeon Destard by telling you to push on and shoot at walls and torches across chasms. Bullwier: He tells you that Ambrose (who is recuperating in Cove) was injured while searching for the Mystical Weapons and Armour. Ambrose is evidently only lucid for about an hour each evening around midnight. Trian, a young minstrel: He tells you about Goeth's speech impediment (or dementia), and tells you about Thorne and the help he can give. MINOC Minoc is located far north and east of the main continent. There is a moongate in the vicinity, and its harbor is protected by Lighthouse Stormcrow. The town is one level with an armoury, shipwright, and healer having second floor living quarters. You 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 Oppression and he will direct you to Judge Dryden in Yew. Fenelon: She makes sails for Captain Blythe and is the daughter of Fiona. She will tell you that the guard is off at lunch time and at night, and that you should enter and leave the town then to avoid him. Fiona: She runs the Poorhouse and was a former Council Member. She will give you the Word of Power (INFAMA) to open the Dungeon Shame. The Beggar: Give him some charity, and he will tell you about Shenstone the Armourer who sneaks around town at noontime. If you follow Shenstone, he will lead you to a tree in the northwestern corner of Minoc. Search the tree, and get some badly needed Skull Keys. MOONGLOW Moonglow is located on a large island due east of Brittany Bay. On this island is The Lyceum and a moongate. Lighthouse Waveguide is just to the west of the island. Moonglow is one level with towers and walkways that have two levels. Actually, there is little of interest in these towers. Explore them if you like. Let me stress the words of caution given earlier: Avoid the guards! The town's main attractions are a tavern and an apothecary. Reagents (Ash, Garlic, Nightshade, Ginseng, and Mandrake) are probably as inexpensive here as anywhere in the domain. In the Tavern you will meet Lord Stuart, who will tell you about the Spell to make food. It is a second circle spell (IN EX MANI) and requires Ginseng, Garlic and Mandrake. Actually, food created this way is very expensive. The use of this spell is recommended only in a major pinch. The Gypsy will give you the Mantra of Honesty (AHM). Zaccariah, who tends the Observatory atop the central tower in this town, explains a little about Astronomy, and tells you about Goeth in Jhelom, who "can tell you about the Moonstones." He is also a former Council Member, who can give you the Word of Power (AVIDUS) to open Dungeon Covetous. NEW MAGINCIA New Magincia is located on a small island in the east part of the ocean between Brittany Bay and Moonglow. There is a moongate nearby. This town has been established on the ruins of Magincia, which was destroyed prior to the ULTIMA IV scenario. It is a farming community. There is a tavern where you can buy food. Otherwise, its prime importance is the conversation its citizens can offer. The people of New Magincia move from place to place depending on the time of day. Most of their conversation is philosophical and political about the problems in the realm caused by the loss of Lord British, and the rise to power of Blackthorn. Shirita, who tends the cemetery, tells you about the history of New Magincia, and tells you to visit the town's recluse for some information about the virtue of Humility. The recluse, Wartow, gives you the Mantra of Humility (LUM). Kaiko relates to you the story of Hassad, one of the former Council Members, who spent time with them during his flight from Skara Brae, before Blackthorn caught him and imprisoned him in Castle Blackthorn's dungeon. Felicity will tell you to talk to the Daemon in the desert, for he has knowledge about Lord British. (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 main continent, and south and west from Britain. There is a moongate on the island, which can be reached by skiff (if you have the courage and time to sail along the coast all the way from Britain). The town has an apothecary, a healer, an inn, and a mysterious, hard-to-access tower at its center. Reagents available for purchase at the apothecary are Ash, Ginseng, Blood Moss, and Black Pearl. By the way, the globe in the Apothecary will give you a view of the town; it can also shock the devil out of you! The healer is the cheapest in the realm, and she will actually perform her work free if you are without funds. The mysterious tower can be entered by using an IN EX POR to unlock the door. Fight the bat, unlock the door, fight the bat, ad nauseam, or until the last bat is dead. Climbing to the top level reveals a surly (and I do mean surly!) wizard and a telescope. The wizard will talk to you when you ask about the Oppression, but he wants you to rat on the Council Members for the information he has, which is that you should talk to Tactus in Minoc. The other residents of interest: Saul: He tells you about Kindor, who is recuperating from a battle with the Shadowlords, and who is usually available at the healers at 6 p.m. each day. Kindor: He will give you the Mantra for the Shrine of Spirituality (OM), and will tell you to talk to the Lady Janell in The Lyceum for the Shrine's location. Froed: He's in the grove of trees and will tell you his father is imprisoned in Yew. He asks you to go tell him that is son is fine. TRINSIC Trinsic is located almost due south of Brittany Bay on the eastern coast of the main continent. Trinsic has an armoury, a healer, and a fine stable. Here you learn the Mantra of Honor (SUMM). From the old, sleep-walking Wizard Sindar, who was a former Council Member, you learn the Word of Power (IGNAVUS) to open Dungeon Hythloth. Gruman may join your party if you ask at the right time. Otherwise, Trinsic offers little of value. Part 4 THE VILLAGES There are six villages scattered around the kingdom: East Brittany, North Brittany, West Brittany, Buccaneer's Den, Cove, and Paws. THE BRITTANYS The Brittanys (East, North, and West) lie around Lord British's Castle, and provide services to this region. In East Brittany you can buy a ship from the shipwright. By talking to Sir Adam, The Torch, you'll learn that there is a way to make ships go faster. Actually, if you search this building thoroughly, you will find the plans to HMS Cape, which when used aboard a ship, will cause it to go very rapidly, but not without some peril. North Brittany is a farming community. Don't eat food from the field or off the tables; such actions are harmful to your virtue! One of the farmers may join your party if asked correctly, and if you know the Resistance password. You can get a horse from the stable here. Also the stable boy, Kurt, will give you some insight into the horses of the land, and direct you to Treanna in the Castle's stable. West Brittany is also a farming community whose residents are hard working. Talk to them to get a flavor of what is happening in Britannia; otherwise, they have little to offer. BUCCANEER'S DEN Buccaneer's Den is a very interesting place. It offers a guild where very exotic things can be purchased (if you can find its entrance), an Armoury (which offers among its "goodies" a Ring of Invisibility), an inn, restaurant, and a ship builder. You will meet Geoffrey, an old friend from ULTIMA IV, who is willing to join your quest. The village is located on a small island south and east from Brittany Bay. Entry to the Guild is best gained from outside the village walls; there is a secret door due east of the main entrance, which can be opened with an IN EX POR spell. You can exit through the fireplace. A secret door in the northeast corner of the shop leads to a passageway, which will take you back into the main part of the town. This is especially helpful since the village gates are closed at night. The guild offering is standard -- keys, gems and torches. (Note: For those who played ULTIMA IV, the sextant is not available as an unlisted item here, as it was in the former scenario.) In the tavern you will meet Tierra. Buy her a drink and she will tell you about Bidney, who knows how to climb mountains. When you get Bidney (who is the town drunk) to talk about his mountain climbing days, he will tell you to see Lord Michael in Empath Abbey, and ask him about the Grapple. Scalley, the town's bard, will tell you the story of a seaman named David, who now tends a lighthouse (Grayhaven). David is the answer to the sextant question many of us had. COVE Cove is still as hidden as it was in ULTIMA IV, but is now easier to get to by use of a ship/skiff or the magic carpet. It lies north and east of Brittany Bay on the south side of the large inland lake. The Apothecary in Cove offers Silk, Moss, Pearl, Nightshade, and Mandrake for your spell mixing. There are three people in Cove who have two very important clues: The Twins, Leona and Ava, priestesses in the Temple: They relate to you the route to the Shard of Falsehood. To quote: "In the deep of night, many moons ago, a vision came unto my sister and I. We saw the Shard of Falsehood deep below a dungeon named Deceit. The path that was revealed traveled first southwest across many high peaks, opening to a large system of caverns. Then the way lead southwest. At a major intersection it turned northwest, soon branching northeast. After a long journey northward, the passage turned west. Here the path went on to rocky hills to the southwest, then turned northwest. Over a lake it ran, unto a massive series of great falls, ending in a larger lake. Here upon a small isle lies the Shard of Falsehood." Unfortunately, the instructions end here, and there are no directions for your return. (See the section on the Underworld for further discussion of this problem.) Ambrose, who resides with the Healer where he is recuperating from wounds sustained while searching for the Mystics, awakes at midnight daily: He tells you that these magical weapons and armour are located north of the Underworld entrance to Hythloth, across some mountains, and in a lava field. PAWS Paws is located on the southern shore of Brittany Bay. It offers travelers an inn and a tavern for rest and nourishment. There is a stable called Wishing Well. This is a hint of what the various wishing wells throughout the realm will do. At the wells, pay one gold piece, and wish for a horse. At many such locations you will be provided with a ride. The guild provides keys, gems, and torches. You will meet Bandaii, a mage, who will tell you about a talking horse named Smith. This fabulous creature can actually be found in Iolo's barn. The words he can speak will restore shrines destroyed by Lord Blackthorn. (This is rumor and legend to this Avatar, as all shrines were found intact when I reached them.) It is also said that if questioned correctly, you can obtain a flying carpet from Bandaii. THE LIGHTHOUSES There are four lighthouses: Stormcrow, Grayhaven, Waveguide, and Fogsbane. Stormcrow is located near Minoc and protects its harbor. Windemere, the lighthouse keeper, warns you about leaving a ship in the port of Minoc. Windemere's wife, Emily, has little to add which will help you. Grayhaven is located on the southern tip of the main continent south of Trinsic. Here you will meet Lord Kenneth, who will teach you to play the Harpsichord using the music Stones printed in the Book of Lore. You must take this lesson and learn it well if you want to complete the game, since a very important artifact is available, but only to those who know how to play. (See Lord British's Castle.) David, the lighthouse keeper, will give you the Sextant when you ask him about it. Arbuthnot, the royal coinmaker, tells you the story of the Coin of the Codex, and you will meet David's son, Anthony. Waveguide, which is just off the coast of Moonglow's island, is tended by Gregory, a very caustic and unfriendly man, and his spaced-out wife, Jacqueline. Neither offered any words of wisdom to this Avatar when he visited and was rudely asked to leave their island. Fogsbane, which protects the harbor at Brittany Bay, is tended by Jotham and his granddaughter, Jennifer. Although both are very hospitable, neither is able to provide insights needed for your quest. THE HUTS There are four huts to visit: Iolo's hut, where you begin the game; the Daemon's hut in the desert; the Alchemist's hut on the shore north and east of Brittany Bay; and Sutek's Hut, which is on an island in the southern ocean. Iolo's hut is warm and cozy, but you cannot stay, for the great Quest of the Avatar awaits you, Iolo, and Shamino (who are a part of your immediate starting party). Exploration of the area around this hut, which is located deep in the woods south of Yew, will reveal a stable. Later in the game, Smith (the talking horse) will be there and talk with you. Some say his words have the power to restore shrines destroyed by Blackthorn. There is a wishing well here. You might try wishing for a horse so you can ride to your next destination. In the desert to the far northeast of Brittany Bay, you will find the hut of the Daemon. Getting there is half the fun. You will run into many Sand Traps, which are almost indestructible. Use the flying carpet to save yourself some frustrations. The Daemon reveals the coordinates of the Shard of Hatred (I'A"-I'A") in the Underworld, and that it can be reached from the dungeons by Lost Hope Bay (Covetous and Wrong). The Alchemist will teach you a new spell: REL XEN BET. This sixth circle magic is composed of Silk, Ash, Mandrake, and Nightshade, and will turn foes to rats, making them easier to kill. This spell is especially useful for getting rid of dragons, but Daemons seem to have a resistance to it. Sutek, whose hut is on an island in the southern ocean, relates to you the proper method for using the Shards to dispose of the Shadowlords. He tells you that you must stand before the proper flame (Love, Truth, and Courage), call the name of the appropriate Shadowlord, and when he appears and is standing in the flame, (U)se that Shard. After the fireworks, the Shadowlord will be gone. Sutek explains the origin of the Shards for those who are really into the history of the land. THE MINOR KEEPS There are four minor keeps: Bordermarch, Farthing, Windemere, and Stonegate. They are all hidden in obscure locations throughout Britannia. Bordermarch is nestled in the mountains of an island off the western coast of Britannia. You will need the Grapple to climb the mountains to reach this keep. Searching the keep will reveal an Armoury in the northwest tower. Here you can buy Rings of Regeneration. This artifact is handy for regenerating your party's hit points while traveling. You will meet Dupre, a shining paladin and friend from ULTIMA IV, and he will offer to join you. Lady Tessa will tell you all you need to know about Lord British's Amulet, including the fact that without it, you cannot find the entrance to DOOM. Sir Simon gives you the information you need about the Crown and Sceptre. The Sceptre can dispel magical force fields, and the crown absorbs all magic -- no matter how powerful. All three of these artifacts are absolutely necessary in order for you to complete the Quest of the Avatar successfully. Farthing can be found on a small island off the southwestern tip of Britannia. Again, you will need to search the island and climb a few mountains to locate the keep. Once in the keep, you will meet some interesting people. Quinton, the keep's cook, tells you about Britannia's biggest gossip, Telila, who lives in Britain; he tells you to ask her about rumors or gossip. Dufus, a clumsy boy who is apprentice to the mage, Temme, tells you of a spyglass owned by the keep's owner, Lord Segallion. When you meet Lord Segallion and ask him about the spyglass, he will give it to you if you can answer his question. The poser he gives you is: "What is it the eight planets represent?" The answer: Virtues. With the spyglass, you can check the heavens in the evening to locate the Shadowlords. Temme, a mage of great repute, tells you of a new spell she has invented: AN YLEM. It will cause things to disappear. The problem is she cannot remember which reagents she used; they were either Ash and Mandrake, or Garlic and Blood Moss. You might experiment. I didn't, and I finished the quest without ever knowing. Windemere can be found on an island to the far north and east of the realm. Here you will meet Elistaria, who will give you the Black Badge of the Oppression when you can tell her the Oppression's password (IMPERA). She will also tell you that Thrud has other things for you. Thrud has a sword and shield, which I found had little use or value. But the Black Badge, along with the password of the Oppression, are the keys to a successful foray on Blackthorn's Castle, and the acquisition of the Crown of Lord British. Stonegate, the home of the Shadowlords, can be found in the mountains north of Cove. You will need to climb the mountains to secure entrance, and the pass is from the west side of the range. Use a gem to locate the access; however, do not waste your time in trying to assault this keep until you have disposed of the Shadowlords. Once you have taken care of all three of them, the entry to the keep and acquisition of Lord British's Sceptre is fairly easy. At the door to the keep you will meet a Daemon, who will pose you a riddle. Don't even bother trying to figure it out because it makes no difference whether you answer it correctly or not: He will still attack you. Just kill the sucker, and go on in. The Sceptre is in the center of the keep, but board your carpet to get it or you will be sorry. Actually, using the carpet is the only way to get the Sceptre. Once you have it, leave. There is little else of interest in this keep. THE CODEX There is a large island in the far southeastern part of the ocean. This is the island on which the original entry to the Codex in ULTIMA IV was located. The path leading to the Shrine itself is quite obvious. Park your ship, take your skiff, dock, and walk up the path past the Guardians. You had better have a quest assigned from one of the Shrines, or you will not be able to pass. If you enter the Shrine to the Codex, everything else will be automatic. Once finished here, return to the Shrine from 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 huge! One should not explore the Underworld without a specific quest; random wandering is discouraged -- that is, unless you relish the idea of relentless attacks by Mongbats, and other creatures who are almost indestructible. There are two ways to get to the Underworld: by accident and by design. Let's dispose of the former. As you explore the oceans of Britannia, you will see your old "friend": the whirlpool from previous ULTIMAs. Unfortunately, you WANT to avoid this whirlpool, for it will whisk you and your party off to the Underworld without proper preparation (or, more importantly, a way back to the surface). It is, therefore, advisable to save your game any time you are beginning an ocean voyage. If you get caught in a whirlpool, you will probably want to quit and restore from that point. Actually, you can explore, earn experience and treasure, then "die" and be taken back to Lord British's Castle; however, there are more interesting ways to accomplish the same goals in this game. Instead, let's discuss planned trips into the Underworld. And, planned trips they should be! To be able to sustain the many dangers -- and frustrations -- you and your party will encounter, characters should be at least fifth or sixth level. You will need the best armour and weapons you can obtain at this point in the game. The magic axe is probably the best weapon you can use, and one of your Underworld quests will provide you with the Mystical Armour (and weapons) which provide the best protection. Absolute "musts" to have with you: the magic carpet, the mountain climbing grapple, many gems for viewing, and several moonstones (you have learned how to obtain the moonstones, haven't you?). You should have as many reagents as you can afford, and be sure to mix many cure poison (AN NOX) spells. On one of your quests, you will need a LOT of IN POR spells also. One of the most helpful artifacts you can have with you (in addition to the suggested inventory) is the Ring of Invisibility. Generally, you can equip one member of the party with this ring and remove all others from the screen during combat; the monsters will think everyone has left, and you will win the battle. Unfortunately, you will only get points for the monsters actually killed. While helpful in the Underworld, the Ring of Invisibility is an absolute MUST in the Dungeons. The quests can be categorized into four areas: search for the Amulet, obtain the Shards, quest for the Mystics, and enter Doom. Besides the whirlpool mentioned above, there are two planned methods for reaching the Underworld. The order in which you perform these quests (except for entering Doom, which must come last) is immaterial. However, acquiring the Shards and disposing of the Shadowlords was high on this Avatar's list of priorities! To obtain Lord British's Amulet, you must read and follow Remoh's Journal, which is contained in the boxed game material. This entrance to the Underworld is through a small lake to the east of Spiritwood, which lies to the south and west of Lord British's Castle. Getting to the lake is a real pain, as you must get there by skiff. The best plan is to sail your schooner around the southern tip of the continent, then up the west coast to the group of islands at the entrance to the large bay just south of Spiritwood. Board your skiff at this point, and sail up the river to the small lake that empties over a waterfall. Sail into the lake and into the waterfalls. Voila! You are in the Underworld. From this point, and until you reach the Amulet, follow EXACTLY the route taken by Lord British and his group as reported by the Scribe Remoh in his Journal. These directions are quite clear and don't need to be repeated here. Once you have the Amulet, you will be faced with the problem of getting back. Remember the impassable waterfalls and obstacles you passed getting here? Returning the way you came is impossible. You will have to use a Moonstone. Plant it and return to the surface. (Make sure you record where you use each moonstone. If you don't, you may find yourself teleporting endlessly around the Underworld later in the game.) Each of the three Shards is obtained by entering the Underworld via one of the dungeons. The Shard of Falsehood is from Deceit, the Shard of Hatred is from Covetous or Wrong, and the Shard of Cowardice is from Hythloth. If you talked to the twins in the Temple in Cove, you got very detailed instructions on how to get to the Shard of Falsehood. What these young ladies failed to tell you was how to get back to the Dungeon entrance. If you follow their instructions closely, you will find a series of waterfalls, which end in a lake, in the middle of which is an island on which the Shard of Falsehood rests. You will obviously need the flying carpet to get it. Once obtained, you would normally try to hike, fly, or climb to get back; fortunately, you have this walkthru to save you lots of frustration! There are three ways to get back: Use a moonstone, climb some mountains, or commit suicide. The easiest way is to plant a moonstone, and return to the surface. There is a passage through the mountains to the east of the island. It requires lots of exploration (the magic gems come in handy here) and hit points to get through, but once you're through this mountain chain, you will be near the dungeon entrance. The last way is to allow your party to run out of hit points, die, and be returned to Lord British's Castle. Somehow, to me, this did not seem like the hero's way out! So you have the Shard of Falsehood and are back in Britannia. Other parts of this walkthru will cover what to do with the Shard. The Shard of Hatred is probably the easiest to find in the Underworld. From the Dungeon (either Covetous or Wrong), use a gem, and look for an area which is surrounded by paths. It will appear that you cannot enter because of the mountains. There is a path through the mountains from the northwest. The actual path will require exploration, use of gems, and lots of hit points. To get back to Britannia, another moonstone is suggested; however, you will need to return near to the dungeon entrance to use it. For some reason, I was never able to plant the moonstone in the enclosed area where the Shard was found. From Dungeon Hythloth you can take care of two quests. The Mystical Armour and the Mystical Arms are found in the center of a cross-shaped lava field to the north of the dungeon entrance. Again, as with much of the Underworld, you will need to climb mountains to get there, which requires many hit points and heal spells and potions. To obtain the Mystics, walk into the lava field and position the party just south of the center. Have each character S)earch twice. For the Shard of Cowardice, you will need a BUNCH of IN POR spells and gems. This area of the Underworld is like many rooms without any doors. The only way to get from room to room is to position the party at the furthest point of the direction in which you want to move, and cast an IN POR. Start from the area in which the dungeon entrance is located, and IN POR west until you can go no further. To tell where the boundaries to this area are, if you use a gem, you will not see any additional open spaces. Generally, the whole area is shaped like a long rectangle. Once you have the pattern down, just IN POR from area to area, search the area thoroughly (the Shard is in plain sight), gather experience, and then you are ready go back to the entrance to Hythloth. This dungeon was the only one I found that could be re-entered for travel back to the surface. Now you have the Amulet, the three Shards have been obtained and used, you have the party equipped with the Mystics, and you're ready (hopefully!) to begin the final quest of the game. For the trek to Doom, you will need a little more preparation than that which was required at the beginning of this section. Since you will be entering the end-game phase, your Avatar should be at least level eight. The spells of the Eighth Circle are very nice to have. You will absolutely have to have the following with you, because once you reach and enter Doom, there is no turning back. In addition to the Amulet, you need the Crown, Sceptre, and the mysterious box from Lord British's private apartment atop his Castle. You need the carpet, as well as many reagents and mixed spells as possible, and lots of food. Okay, if you're ready, let's go to Dungeon Shame and enter the Underworld. At the Underworld entrance to Shame, board your magic carpet. The ground in this part of the Underworld is deadly swamp. Travel due east as far as you can go. Use a gem, and you should see an area to the west which is grassland bordered on the east by water. IN POR to the east, and travel by carpet to the island, which has many lava flows and mountains. Again, be prepared to take lots of damage trying to reach your goal. Equip the Amulet. Repeat, equip (Use) the Amulet, enter one of the lava streams, and walk towards the center of the island. You will come to darkness. Enter the dark area and use a gem. The Amulet allows you to "see" the entrance of Doom. Work your way to it, enter, 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 quests, gathered a group of powerful heroes, and recovered all of Lord British's items (including the Sandalwood Box!). Your incredible quest is almost at its end. Take a breather, then enter Dungeon Doom. Level 1: You'll find yourself in a strange room with ethereal walls that appear to hide any exit. It's time to use Lord British's Sceptre. Walk over to one of the walls (I went west) and use it. The power of the sceptre will cause the walls near you to disappear. Walk through (it doesn't matter which direction you go). Walk down the corridor until you find a ladder. Klimb down. Level 2: View a gem. Get oriented, and then walk forward a space, turn left, walk forward twice, turn left, then walk forward to the down ladder, and Klimb down. Level 3: View a gem again. The room you want to go to is the farthest to the east, and lies beyond those secret doors. Depending on which route you have taken so far, this route will be different. From wherever you are, though, head east. The way through the secret door is east. Enter the room, and defeat the demons. You should know good battle tactics by now. The only trouble you should have in this room is with the ghostly "ward" blocking your passage. The sceptre will destroy it as it did at 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 this in mind. Fortunately, ULTIMA V allows us that privilege. From here go east to an up portal. Using a gem, you'll find that this level is shaped like a diagonal 8. Again, you may have taken a different route, in which case you would go west to the other, north up portal. Whichever you use, go up. Level 4: You should be in a "plus" shaped room. Walk into the center of the "plus," then descend through the portal. Level 5, again: It's another of those wacky repeat levels seen so often in the ULTIMAs. Go east to the crossroads, then turn right, and go forward twice. Take this ladder up. Level 4, again: From here, jog east a couple of squares, then descend the portal (it may be concealed). Klimb down from the ladder on Level 5. Welcome to Level 6. Level 6: Go north a square, turn right, forward four times, turn right, forward three times, turn left, then forward into the room. Basically, just follow the corridor. Once in the room, polish off its denizens, then head north. You'll find a ladder at the end of the corridor. Take it down to Level 7. Level 7: Here we'll do something tricky. If you kept going down, you'd end up at level 8, but it would only be a turnaround back up to level 6. So let's see what's in this little room to the south. Geez! Demons, Dragons, Sandtraps, oh my! With luck, your Avatar or wizard is eighth level. It is now IN VAS GRAV CORP or IN FLAM HUR time. The aforementioned spells work splendidly in this room. Finish off the incinerated inhabitants, pick up your spoils, and find the ladder down (in the middle of the room). Go down. Level 8: Your quest is almost over. At this point, exhale voluntarily. Feels good to have almost completed ULTIMA V, eh? The rest of Doom is a convoluted contortion of some "Chutes and Ladders" offshoot. Right now, though, you're in a room filled with nasties. Position your mage at the bottom of the screen, then start lobbing your magic axes toward the northwest corner. There is a secret door trigger there somewhere. When you hit it, a slew of mongbats will parade out of a new opening. IN VAS GRAV CORP them (or IN FLAM HUR). Crisp, crisp, crisp little bats! Dance wildly through the passage to the west. Go up the ladder in the corridor. Level 7: Here's a neat room. After defeating the foul host, find the secret triggers on the east wall (three of them, I believe). After opening the passage, hike north, then take the ladder or 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 of this "C." Take it down. Level 8: You'll end up on an isle in the middle of a tiny lake. Fight your way off, then walk around in the north. A trigger should open a passage in the northeast corner. Go into the passage, and push around. Another passage will open to the east. Go through it, then klimb up to level 7. Level 7: This room is fairly similar to the one higher up on level 3. Kill the demons, then run to the east after using the sceptre -- a pool of fire usually springs up. Exit the room, and search in front of you. I wonder where that pit leads to? Take it down. An odd room. Definitely not the kind of thing you'd normally see in a dungeon. Are you at the core of the world? Where's Lord British? Search around. I will leave the final "puzzle" up to you. Once you've found out where you need to go, go there. Congratulations on the completion of a truly wondrous game! Good thing you brought that sandalwood box along. Revel in your glory, and prepare for the next of Lord British's unique gaming experiences -- ULTIMA VI. Just as ULTIMA V has defied the law of sequels, I am confident that ULTIMA VI will, as well. Always remember: The quest of the Avatar is forever! ULTIMA V is published by Origin Systems and distributed by Broderbund. This portion of the walkthru is copyright (c) 1988 by The Phoenix. All rights reserved. ULTIMA V Part 7 MISCELLANEOUS ITEMS The following paragraphs will give specific information that's useful in obtaining Lord British's crown jewels, which are needed to complete your quest. Crown: The crown can be easily retrieved with the use of the magic carpet. This item is within Blackthorn's castle (located at position P'F"-M'E", or west from the Codex). The crown is located on the top level. This is how to get there: From the entrance of Blackthorn's castle go north, and go up either one of the stairways located on the back wall. You will arrive and see a man sitting in a chair. Go through the secret door behind the ladder, and then go up the ladder right after it. You will find yourself in Blackthorn's throne room. Do not talk to Blackthorn or the jester. Go through the door on the north wall (not the secret one), and up the ladder. You're on the roof. On the southern side is the entrance to the chamber with the crown. Try to avoid the Gargoyles, for they are hard to kill and will duplicate like slime. Use a skull key to open the door and get the crown. The crown will absorb all magic used against you. Amulet: The amulet is located in the Underworld and is found by reading the journal of Lord British's travels which come packaged with the game. The following is a summary of the directions: Enter the waterfall located in Spiritwood (I'J"-D'G"), and you will end up in the Underworld. From there, travel south along the river. Soon you will come to a fork leading east and south; take the southern route. Continue past the waterfall, and take the west route at the next fork. Continue north from here. You will go through a waterfall and then into a lake. Go south, following the shore, until you come to two streams; take the western one. Follow this stream, through three waterfalls, into another lake. Here, you should see a rowboat. Follow the footpath south into a grassy area. Go through the north exit, which will lead to an eastern path. Soon your path will turn south and you will enter into an area of swamps. There is a passage out to the northeast. This path will eventually lead to the "grave of lost souls," which is where the amulet is hidden. Sceptre: The sceptre is located within the Shadowlords' castle. This castle is locked in by mountains and is located at E'K"-J'E". No spells can be cast in this castle, and all three Shadowlords will be there. The sceptre is in the center of the castle. Just enter (use the skull keys to get in), and go north until you see the sceptre. It is surrounded by trapdoors, which will drop you into a screen of fire; you will die if you fall. The solution to this is to use the magic carpet. The sceptre is used to dispel magic fields anywhere. POTIONS AND SCROLLS There are many extremely useful potions and scrolls in ULTIMA V. They are usually found in bookshelves or under beds. Here is a list of these useful potions and scrolls, and their functions: POTIONS: Purple - Turns player into a rat, just like the spell. Black - Turns player invisible for combat. Same as a Ring of Invisibility. White - Gives a short view of the non-combat, non-dungeon 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 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!!!) ULTIMA V is published by Origin Systems and distributed by Broderbund. The "Potions and Scrolls" portion of this walkthru is copyright (c) 1988 by Lord Thomill. All rights reserved.