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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, aplayer'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 classyou wish, you will e 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 inIolo'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 yourQuest 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 toget ?
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 yo 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,ne 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 occupying 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 buildinere 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 goto 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 aremany 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 ruct. 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 was 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 bout 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, whowas one 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 ston 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. Ee 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 deaimbing 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.
ULTIMA V
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 northeaster 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. Sing 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 tht 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 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 est. 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!
****Call Dark Domain BBS ----- The Raven*****
ULTIMA V
Part 7
MISCELLANEOUS ITEMS
The following paragraphs will give specific information that's ??useful in obtaining Lord British'sn 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!!!)
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