******* Brought To you by The Raven- Freelance Oerative ******* 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!!!) X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X Another file downloaded from: The NIRVANAnet(tm) Seven & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 Burn This Flag Zardoz 408/363-9766 realitycheck Poindexter Fortran 510/527-1662 Lies Unlimited Mick Freen 801/278-2699 The New Dork Sublime Biffnix 415/864-DORK The Shrine Rif Raf 206/794-6674 Planet Mirth Simon Jester 510/786-6560 "Raw Data for Raw Nerves" X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X