home *** CD-ROM | disk | FTP | other *** search
-
- ==========================
- == THE ELECTRONIC GAMER ==
- ==========================
-
- ULTIMA VII: THE BLACK GATE
-
- This walkthru gives away a lot about the game. In fact, it probably gives
- away almost all of the game, so don't read it if you haven't played the game
- yet. Because of the new conversation parser in ULTIMA VII, knowing "whodunit"
- doesn't help you get ahead in the game. You still have to go through all the
- fact finding and object searching to get ahead to the next section. A little
- knowledge can be dangerous: you have been warned.
-
- INTRODUCTION
-
- After the Guardian's challenge, you arrive in Trinsic. You are immediately
- joined by your old buddy, Iolo Fitzowen, who explains that 200 years have
- passed since your last visit, and the Britannia you remember has changed
- drastically. ("Drastically" is an understatement.) He then tells you that
- Christopher the blacksmith was the victim of a ritual murder. When you first
- walk into the stables where his body was found, Mayor Finnigan stops you and
- asks who you are. Iolo tells him you are the Avatar, so the Mayor asks if you
- will solve the murder. Of course you have to answer Yes, else what's the
- point? You can't leave Trinsic until you figure out who killed Christopher, or
- at least satisfy the Mayor that you are working on it.
-
- A MURDER MOST FOUL...
-
- You need to talk to everyone in town to get all the answers, since, unlike
- ULTIMA VI, you can't give anyone the answer to their question unless you've
- actually gone through the motions of finding it out. Examine the murder site,
- and be sure to grab the key next to the body. The mayor will tell you that
- Christopher's son Spark may know what the key is for. So, off you go toward
- the northwest corner of town, where you will eventually find Spark.
-
- Ask him what he knows about the murder. He had a nightmare involving the
- Guardian and the murder, so he ran to the stables looking for his father. Upon
- arriving, he saw a man with a hook leaving the stables with a gargoyle. He
- then tells you he has to avenge his father's death, and wants to join you.
- Spark is pretty good with a whip, but train him early or he'll only hold you
- back by getting killed every other battle. Go upstairs in the two-story
- building and open the chest with the key you found by Christopher's body;
- you'll find 100 gp, a Fellowship Medallion, and a scroll saying "Thou hast
- received payment. Make the delivery tonight."
-
- Go back and talk to Petre, the stablehand, who will note that the bloody
- footprints lead out towards the east side of town. Since they would have had
- to go past the guard to get out, go talk to the guards, Gilberto and Johnson.
- (Gilberto starts out in Chantu the Healer's building, and then moves to his
- house a bit east of the healer. Johnson is at the east gate.) Through them
- you'll find out that Gilberto was struck on the head the night of the murder,
- and was found by Johnson. Gilberto also notes that the Crown Jewel had sailed
- while he was out cold. Gargan, the Shipwright, can confirm its destination to
- Britain. (You later find out it wasn't actually going there.) Once you have
- the money, I recommend buying a ship ("The Scaly Eel") from Gargan; it only
- costs 600 gp but it works for travel. Ask Gargan about Hook, and he'll
- confirm that there was a man with a hook walking around the night before.
-
- Go back to the mayor, who will ask what you found at the murder sight. Tell
- him Key, and he'll ask what it opened. Tell him chest, and he'll ask the
- contents. Answer All of those and he'll ask if you have any suspect. Tell
- him Hook. As for where he is, answer Crown Jewel. He'll tell you to go to
- Britain to follow up on it, and will give you the password to leave Trinsic
- after you've looked up some coordinates on the cloth map (copy protection
- alert). Head to Britain.
-
- ELEMENTARY, MY DEAR IOLO...
-
- You're going to find a lot of little squabbles going on in towns, and if you
- have nothing better to do, you can follow up on them. You always seems to end
- up as either Sherlock Avatar, trying to track down a lost locket for example,
- or Avatar Cupid, trying to bring together two lovers who are afraid to speak
- for themselves. None of these have anything to do with the overall plot, but
- it's "the Avatar thing to do." I won't touch on any of these little
- skirmishes, since they are pretty easy, and solving or avoiding them has no
- bearing on the game. If you do want help with them however, feel free to leave
- me a message in the Gamers' Forum.
-
- RULE BRITANNIA
-
- The first place to go in Britain is Castle Britannia. Lord British will tell
- you that the magic and the moongates in Britannia are not working properly,
- and all the mages have strangely gone mad. He will give you his Orb of Moons
- in the hope that, since you haven't been in Britannia long, magic may work for
- you. He will then tell you to look for your old equipment and spell book.
-
- The Orb of Moons does work, but not reliably, and not all locations are
- available. If you've played ULTIMA VI, then you know the locations; they are
- all the same in ULTIMA VII, except for the shrines. Shrines do not work, at
- least not all of them. However, placement is a bit tougher (it's harder to
- determine one or two paces the way the graphics are drawn now), and the
- moongates are not always reliable. Sometimes you'll end up where you wanted
- to be, sometimes you'll end up someplace random, and the rest of the time
- you'll just bounce off of the moongate with a thud!
-
- The towns can be accessed (sometimes) by using the Orb in the following
- locations. Each location is about two paces away from you.
-
- Moonglow Britain Jhelom
- \ | /
- \ | /
- \ | /
- New Magincia---You are here---Yew
- / | \
- / | \
- / | \
- Skara Brae Trinsic Minoc
-
- Lord British also mentions your old friends. You will need others in your
- group, if not just to fight by your side, to help carry things. (And you
- will quickly accumulate a lot of stuff!) Your choices are:
-
- Iolo - He's already with you. Good with a crossbow and longbow.
- Spark - Trinsic. Good with a whip.
- Sentri - Britain. Free dexterity training if he's with the party.
- Shamino - Britain. Tracker, can identify a place or cave if it has a name.
- Also has your pocket watch.
- Jaana - Cove. Can heal, cure, and resurrect once a day, free of charge.
- Julia - Minoc. High dexterity.
- Dupre - Jhelom. High strength.
- Tseramed - Yew. Excellent with a longbow.
- Katrina - New Magincia. Stats-wise, she has nothing going for her, but she's
- an extra pair of hands.
-
- THE RIGHT TOOLS FOR THE RIGHT JOB...
-
- Your equipment is stored in a room on the northwest corner of the roof. Go to
- Lord British's study on the west side of the castle (the one with the animal
- heads on the wall) and search for a key. Once you've found it, go to Lord
- British's bedroom. In the room farthest to the west you'll see a lever on the
- floor. Using this lever will let you into the passageway around the castle.
- You can follow this passageway around the castle to lead you upstairs. Take
- your equipment and spell book, as well as the bag of reagents and magic boots.
-
- On the southwest corner is a jail cell with Weston in it. If you talked to
- Alina in Paws and/or Figg in Britain's apple orchards you know that Weston was
- put here for stealing an apple. If you want to, going back to Lord British
- with his story will get him out of jail. Again, it's not essential, but it's
- a Good Deed.
-
- MAGIC, SPELLS, AND ROCKS?
-
- Even though the mages are all mad, they can still sell you reagents and
- spells. Nystul is running around the castle, but mad or not, that's about all
- he's good for is spells and reagents. As with ULTIMA VI, no one mage sells
- all spells that you'll need, so you'll have to do some traveling to find the
- ones you need in some cases.
-
- You can buy spells and/or reagents from:
-
- Mariah - Lycaeum
- Nicodemus - Yew
- Nystul - Castle Britannia
- Rudyam - Cove
- Wis-Sur - Vesper
-
-
- Stock up on some of the more important reagents (the ones used the most in
- spellcasting) but don't worry too much about them. As you explore dungeons,
- you will find a lot of reagents. Also, something new to this game, is that
- after you kill some of the attacking mages, you can take their reagents from
- them.
-
- Since you are in Britain, it would be a good idea to stop by the Royal Museum
- and grab a few of the Stones of Virtue. These are necessary for Mark/Recall
- spells.
-
- COVE, CITY OF LOVE AND TRASH DISPOSAL
-
- Lord British mentioned that Rudyam in Cove, another mage who had gone mad,
- was experimenting with something that can possibly repair the moongates. So,
- the next logical step would be to go there. Rudyam doesn't remember much, but
- he does tell you that he was experimenting with a transmuter wand that,
- instead of molding blackrock, destroys it. Take this wand, and at least four
- pieces of blackrock. (There are extras in case you want to see them blow up,
- but don't stand too close.) Rudyam also mentions a magic carpet, lost
- somewhere near the Serpent's Spine Mountains.
-
- Another one of those little side-stories is a delivery of a bill to clean up
- Lock Lake. (And it IS a mess; you'll find everything from food scraps to
- dead bodies.) Miranda of the Great Council in Castle Britannia has the bill,
- and needs it delivered to Lord Heather in Cove -- and you JUST happen to be
- going that way. Deliver it to Lord Heather, who will sign it and give it
- back to you. Take it back to Miranda, who just says "Thanks." Ah well, who
- said being the Avatar was a rewarding experience.
-
- In Cove you will also meet Nastassia, who tends to the Shrine of Compassion.
- She is upset over the loss of her father, and wants to know what really
- happened to him. (If you remember Ariana, the child in ULTIMA VI who held the
- Rune of Compassion, she is Nastassia's great-great-grandmother.) You will
- need to go to Yew anyway, so you may as well tell her you'll help her out.
- There is a gold ring on the Shrine: take it, you'll need it later.
-
- THE PROPHECY OF MARGARETA
-
- One of the places you should go early is Minoc. There is a gypsy there named
- Margareta who will tell your future. It is important that you do this, as you
- will not know too much of the plot beforehand. She tells you that there is a
- new evil that threatens Britannia, that you will eventually have to deal with.
- This evil being is affecting the magical ether, and will gain more power with
- the upcoming planetary alignment. She also mentions Hook, that he is not your
- primary enemy, but he is a part of this. Finally, you must seek out the Time
- Lord (remember him from Exodus: ULTIMA III?) through the Wisps. You need to
- ask the monks in Empath Abbey about the Wisps.
-
- So, you now know that the Guardian is affecting the magic to suit his own
- purposes, and your time limit is the planetary alignment. You have two places
- to go: the observatory in Moonglow, and the Abbey to find out how to contact
- the Wisps.
-
- In addition to finding the gypsies in Minoc, there was another ritual murder.
- This time, it was two gypsies at the sawmill, and there was a Fellowship
- candelabra left at the murder sight, which implicates the Fellowship's
- involvement. Elynor, the Fellowship Branch head, will deny this, saying
- someone planted it there to falsely accuse the Fellowship.
-
- WHAT'S AN ORRERY, ANYWAY?
-
- Brion at the Moonglow Observatory is aware of the upcoming alignment, and has
- built a giant orrery to keep track of the planets' movements. This orrery is
- in the building north of the observatory. You will need to cast Telekinesis
- on the switch to lower the gate. Brion can also make you an orrery viewer, so
- that you can keep track of the alignment. He requires one more crystal to
- complete it; Addom in the tavern has a crystal you can buy for 20 gp. Once
- you have the orrery viewer, you can head for Empath Abbey.
-
- WISPS, EMPS, AND THINGS THAT GO BUZZ IN THE NIGHT
-
- Taylor, a monk in the Abbey, will know about the Wisps. Ask him his job, and
- follow it to "flora and fauna." He will tell you that he doubts Wisps exist,
- but if you really want to look, seek out the Emps in the east end of the Great
- Forest, in the Silverleaf trees. He also mentions that Emps like to eat
- honey, so you will have to go to the Bee Cave first to collect some. He gives
- you a smoke bomb, but it isn't really needed if you have a good group. The
- bees CAN poison you though, so have reagents ready for some Cure spells. Be
- sure to take about 5 combs of honey from the inside once you find them.
-
- There is a man in the Abbey named Kreg, who claims he needs an invisibility
- potion from Nicodemus to complete an experiment. If you read the "Most
- Wanted" listing in the High Court (northeast of the Abbey) you know he is not
- even a monk. Confront him with this information. (If you go ahead and get him
- the potion he needs, he'll only run away; and you aided and abetted a known
- criminal. Nice job, Avatar.)
-
- There is a large chess board south of the Abbey, and south of that is the
- home of Nicodemus. He is still mad at this point, but he can sell spells and
- reagents. (Now would be a good time to get a Magic Unlock and Seance spell
- from him.)
-
- The Emps live in the Silverleaf trees at the east side of the Great Forest,
- approximately 60N, 9E if you have a sextant. If you don't have one, get one
- from any shipwright, as you will need it. You can't miss the Emps' camp; the
- trees are bluish-silver. Trellek will tell you that he wants to join you, but
- you have to get permission from his bonded-one, Saralek. Trellek also knows
- about Julius, Nastassia's father. Saralek sends you to Salamon, the wise one.
-
- Salamon tells you that a human is destroying the Silverleaf trees, and you
- have to stop this before she will let Trellek join you. She gives you a treaty
- to have the woodcutter sign, and off you go. The woodcutter's house is in the
- small patch of woods west of the Great Forest. (Approximately 50N, 50W.) The
- woodcutter will sign, and you have to take the treaty back, only to find that
- Saralek will not let Trellek join you. Trellek, however, will make you a
- whistle to contact the Wisps. (The Wisps will ignore you unless you use this
- whistle first.) Take the whistle, and go to the Wisp's building.
- (Approximately 45N, 13W.) Use the whistle, and talk to the Wisp.
-
- The Wisp, "Xorinia," will tell you that it has information and a message from
- the one known as "Time Lord," but if you played ULTIMA VI, you know that Wisps
- do not give information for free. "Xorinia" requests information from the
- notebook of a sage called Alagner in New Magincia. So, you now have to go to
- New Magincia.
-
- THE HUMBLE AND THE DAMNED
-
- Alagner is at the north end of the island. He will tell you that the notebook
- you need is a collection of information proving that the Fellowship is corrupt
- and malignant. Alagner will loan this notebook to you, but you must undertake
- a quest for him to prove you are willing to return it to him when you are
- done with it. He asks you the answers to the questions of Life and Death, and
- tells you the only way to find out is to ask someone who is dead. For this,
- he sends you to Skara Brae to talk to the Tortured One. (If you didn't buy a
- Seance spell from Nicodemus, go do it now.)
-
- The only way to get to Skara Brae is the Ferryman, but there are two
- conditions. First, he's undead, meaning you can't talk to him without a
- Seance spell, and second, his price is two gold coins. He will take you
- across the Misty Channel once you meet both of these. Seek out Caine, the
- alchemist, in the northern part of the island. He is the one called "The
- Tortured One," since it was he who created the explosion that killed everyone,
- and he has to live with this guilt for all eternity. He will give you the
- answer you seek, but only if you destroy the liche that has taken over the
- town.
-
- He sends you to Mordra, the healer. She tells you that there is only one way
- to destroy the liche. First you must create a potion of essence of mandrake,
- an invisibility potion, and a curing potion. (It was the mayor's misquoting of
- the ingredients that caused the deadly explosion.) You must then take a soul
- cage, lower it into the Well of Souls, and put it over the liche while he is
- dormant. Then pour the potion over him. She has all the ingredients for the
- potion in her house, as well as some reagents you can take. Take the
- ingredients to Caine, who will tell you what to do with them. (At least, he
- tries to, but at your insistence, he will tell you how to mix them together.
-
- The Soul Cage is in Trent's blacksmith shop, but he is so distraught over the
- loss of his wife that he never finishes it. By talking to him, you find that
- he is pining over the his wife Rowena, who was killed, kidnaped, and entranced
- by the liche. Take the music box off the table, and take it to the Dark Tower.
- Play it near Rowena when the liche isn't around, and she will give you her
- ring to take to Trent. You must NOT be wearing any form of glove for this to
- work! If you are wearing a gauntlet or leather glove, the ring will pass
- through and hit the floor, and you have to do it over again.
-
- Once you have the ring, take it back to Trent, who suddenly finds a new
- determination. He will need an iron bar from the cemetery to finish the cage.
- When you give it to him, he will finish the cage. Take the cage to the Dark
- Tower, along with the potion you made in the alchemist's shop. At midnight,
- the liche becomes dormant -- you have to perform the ritual after this
- happens.
-
- Go upstairs and down either staircase to the right or left. (There is a
- crystal ball upstairs that will show the future, but the first time you
- approach it, you are teleported outside and surrounded by flames. After this,
- however, it is safe to approach.) The wall between the stairs and the Well of
- Souls is false; you can walk right through it. Use the Soul Cage in the Well,
- and it will glow with the power of the undead. Take the cage to the liche,
- who is lying on the center bed, and put it over him. Use the potion on him,
- and he will be transformed back to the ghost of Horance. Horance will thank
- you, and ask you to take Rowena home to Trent. Doing this, he will then ask
- you to destroy the Well of Souls so that the liche that possessed him can
- never come back. The only way to do this is for an undead spirit to jump into
- it.
-
- Horance tells you to talk to Mayor Forsythe first, but Forsythe sends you
- to ask everyone else in the town first. This includes all the townspeople in
- the Dark Tower, as well as Rowena, Trent, Caine, and the Ferryman. Once
- you've heard all their stories, go back to Forsythe, who will realize that he
- is the one who must show the sacrifice. Lead him to the Well of Souls. After
- some stalling, he jumps in, destroying the Well of Souls. You can then go
- back to Caine and ask him the answers to the questions of Life and Death.
-
- Go back to Alagner and give this information to him. He will see that you are
- truly serious in your quest, and give you the key to his storeroom. (The
- building south of his workshop.) This storeroom is nothing short of
- frustrating, being full of invisible walls, fake walls, sleep fields, and
- teleporters. The notebook is in a room up above the back of the building;
- you will need to make steps out of wooden crates on the table to get to it.
-
- A MATTER OF TIME
-
- Take the notebook to the Wisp, who will absorb the information contained
- therein, and then tell you that the Time Lord requests your assistance. He is
- trapped at the Shrine of Spirituality, and you can get to this Shrine by using
- the Orb of Moons. The Wisp also tells you that the Guardian is a being from
- another dimension who thrives on greed, power, and domination. He is now
- looking at Britannia as his next conquest, and will enter Britannia by what is
- known as a Moongate, only this gate isn't blue or red, but black. The Black
- Gate will be functional at the planetary alignment, and while Wisps normally
- do not interfere in the affairs of others, "Xorinia" suggests that you not
- allow this to happen.
-
- Going to the Shrine of Spirituality and talking with the Time Lord reveals
- the problem going on in Britannia. It was the Time Lord who sent the Red
- Moongate to bring you back to Britannia, but it was supposed to take you to
- the Shrine, not Trinsic. The Guardian has imprisoned the Time Lord with a
- magical generator that disables the moongates and Orb of Moons. You have to
- search Dungeon Despise for the generator; it is a large Sphere. But first,
- you promised to return Alagner's notebook.
-
- Unfortunately, someone beat you to him: he's been murdered like the others.
- Remember the Wisp said sometimes they exchange knowledge with the Guardian?
- Apparently they told him about the notebook in exchange for information they
- absorbed from him, so the Guardian had Alagner murdered. To see who was
- involved, (if you don't know by now) use Alagner's crystal ball. (Remember
- it's a recorder?) This is your first glimpse of Hook. Nothing more you can
- do there other than to look through his bags and chests; he has a fire wand
- lying around.
-
- Dungeon Despise is at approximately 20N, 30W at the end of a river. There you
- will also find the magic carpet of which Rudyam spoke. Inside this dungeon you
- will find the Sphere the Time Lord mentioned. Follow the trail to the north,
- being careful of the exploding fire trap in the center of the passage, and
- continue to the sign that says "Round and Round." You will be teleported; go
- south from the new location. Follow the passage around to the dead end, and
- you'll be teleported again.
-
- By following this passage south and to the west, you eventually will arrive
- at a fire field, then sleep and poison fields, and finally a Moongate that
- sends you back to the sleep and poison fields. You will not be able to get
- past this moongate, so go back to the Time Lord, and tell him about the
- defense moongate. He says that only the hourglass of Nicodemus can penetrate
- the moongate, then he sends you to Nicodemus.
-
- Because the hourglass lost its enchantment, Nicodemus sold it to either a
- gypsy or an antique dealer from either Britain or Paws, he can't remember
- which. To save time, the antique dealer in Paws has it, and will sell it for
- 5 gp. Take the hourglass to Nicodemus, who unfortunately is still a
- blithering idiot and can't enchant it. Go back to the Time Lord, who will
- tell you to seek out Penumbra in Moonglow. She may know what is affecting
- magic.
-
- KNOCK, KNOCK...
-
- Penumbra put herself to sleep 200 years ago, and only the Avatar can awaken
- her. There is a gold plaque in front of her door, that will offer riddles as
- to what objects you need to get the key to the door. You merely need to find
- the object the riddle describes, and set it down next to the plaque. The
- answers to the riddles are as follows; it saves a lot of time if you have all
- these before you go there:
-
- HAMMER HERE TO ENTER: A blacksmith's hammer.
- PICK ITEM CAREFULLY TO KEEP GOING: A lock pick
- A GOLDEN RING OF TRUTH LIES BEFORE THEE: a gold ring
- GRASP NOT AT THREADS: a spool of thread
- THE ROYAL MINT SHALL NOT HOLD THEE BACK: a gold coin
-
- The key will now appear, and you can enter. Cast an Awaken spell on Penumbra,
- who will suddenly be affected by the magical ether disturbances. She needs
- something to shield her from the damaging effects, and asks you if you know
- of any substance that shields magic. Remember the blackrock? Place a piece
- of blackrock on each pillar around her bed, and she will be able to talk to
- you. She will tell you that the magical ether is being distorted by a
- Tetrahedron Generator in Dungeon Deceit, but to get near it, you will need the
- Ethereal Ring. She gave it to King Draxinusom of the Gargoyles, who are now
- on Terfin; you must retrieve it and take it back to her so she can enchant it.
-
- OF GARGOYLES AND MADMEN
-
- So, off you go to Terfin, where you find King Draxinusom lamenting over the
- amount of things they had to give up when the gargoyles moved to the surface
- world -- including the Ethereal Ring. He gave it to the Sultan of Spektran.
-
- Consulting your trusty map, you head for Spektran. (The outer metal walls of
- his palace will open as you step in front of them.) The Sultan, whom you will
- notice is no more sane than the mages are, tells you, if you can find the key
- to his vault, you can have anything inside it. The vault is guarded by a
- stone harpy; killing it reveals the key. Inside the vault is the Ethereal
- Ring, as well as a few other rings. Take the Ethereal Ring back to Penumbra,
- who will enchant it and send you to Dungeon Deceit. (Approximately 0, 180E,
- on the east side of Dagger Isle.)
-
- DUNGEONS AND DRAGONS
-
- Dungeons, luckily, are only one level, but there are a lot of false walls. If
- you can't find any way to continue, try running into walls. Peer spells help,
- as do Wizard's Eye. The ultimate goal in this dungeon is to find the
- Tetrahedron Generator. The metal doors in the center can be opened by
- throwing the switch in the east passage, but the dragon behind it hides
- nothing important. The northern passage on the west side is sometimes guarded
- by harpies; you need to follow this passage to the north and then around to
- the west.
-
- If there's a way to disable the arrow traps in the east-west corridor, I
- wasn't able to find it. Head north from there, and take the north passage on
- the west side. (Most likely, there will be ghosts here.) There is a false wall
- that leads to magically locked doors, and north of there are two red dragons;
- your options are to either sneak in and grab the treasure, or kill them.
- (Killing them only adds gems to your treasure, but it's better than taking a
- pounding from their fire attacks.) There is a glass sword in their booty that
- you will need, as well as a key and some magical armor.
-
- There is a passage that leads outside here, in case you need to sleep and
- regain hit points. If you ran into Eiko and Amanda (south of the arrow
- trapped hallway), the Cyclops they are looking for is out there. The passage
- directly south of the two dragons leads to a false wall; go through, throw the
- switch, and head south. There is an eastern passage that leads to a false
- wall, and at this point you must tell your party to leave and wait for you.
- (The ring only protects you, not them.) Ready the glass sword and the
- Ethereal Ring, head north (quickly running through the energy fields), and
- you'll see the Tetrahedron Generator. Ignore the Guardian's warnings, for by
- this time you know it's not you he's protecting. :> Go inside the generator,
- and use the Glass Sword to kill the Ethereal beast. When it is dead, you will
- find yourself outside, and the generator will destroy itself in an impressive
- cataclysm of lightning and magical waves. Take the smaller tetrahedron on the
- ground next to you, as you will need it later.
-
- ONE DOWN...
-
- High-tail it back to Nicodemus, who can now enchant the hourglass for you.
- Take it to Dungeon Despise (Hopefully you took the Time Lord's advice and used
- Mark/Recall spells.) You can now pass right through the moongate and enter
- the Sphere Generator.
-
- There are eight platforms arranged in a circle, seven of which have two
- moongates. One way through them would be as follows: Go north through the
- red moongate, then north through the red one again. Go south through the blue
- moongate, then south again. Go north, and you should be on the platform with
- the sphere. (If not, then the destinations are randomly generated for each
- game, and you'll have to mark down where each gate takes you.) Some of the
- moongates will teleport you to the poison field, sleep field, or fire field
- south of the generator (otherwise known as a "good place to save the game").
- Grab the sphere and you'll be taken back outside, and the generator will
- blow up.
-
- The Time Lord pops in and tells you that he is now free of his prison, but
- in destroying the Sphere Generator, all moongates and your Orb of Moons are
- permanently disabled. (Wonderful!) The only way for you to get back home to
- Earth is by way of the Black Gate. The Black Gate is being built from
- blackrock, so if you want to destroy it, you will need something that can
- destroy blackrock. (Remember Rudyam's transmuter wand?) He then sends you on
- another quest: the Cube Generator. This Cube is how the Guardian talks to
- his Fellowship followers, but in your possession it will force the truth from
- people who know about the Black Gate and Hook, but were previously lying to
- you.
-
- The magically locked doors you saw on the way in to the Sphere Generator lead
- to a mage's hideaway, and some soldiers in a fortress on top of the Serpent's
- Spine mountain. They are apparently plotting an attack on the castle, and you
- can obtain some reagents and magic weapons and armor here.
-
- FELLOWSHIP CUBED
-
- The Cube is located in a cave on the island next to Serpent's Hold. This
- island is surrounded by mountains, and since this is the Meditation Retreat
- for the Fellowship, there are only two ways to get in: by joining the
- Fellowship and entering through the front gate, or by using the flying carpet
- to go over the mountains. The flying carpet now works, since you have
- destroyed the Tetrahedron Generator and restored the magical ether. The
- carpet is the recommended path, since joining the Fellowship goes against
- everything you as an Avatar stand for. (And some people will not talk to you
- after you join.)
-
- The Cube is easy enough to find, but you can't get close to it because of an
- ear-piercing sonic field surrounding it. Contact the Time Lord by using the
- hourglass, and tell him of the noise. He will tell you that there is a way to
- counteract it: helmets made of Caddellite. Go to Brion at the observatory for
- more information on Caddellite.
-
- Brion tells you that Caddellite is not native to Britannia, and is only found
- in meteors. He remembers one meteorite landing in the northeast sea, and
- mentions a rumor about an island up there. He sends you to his twin brother
- Nelson at the Lycaeum for more information on the whereabouts of the island.
- He also says that if you find the Caddellite, to take it to Zorn in Minoc who
- can make the helmets. Nelson sends you to Jillian, who tells you of an island
- called Ambrosia that was destroyed by a meteor. So, off you go. The island's
- approximate location is 84N, 194E, where the compass is located on the cloth
- map.
-
- Ambrosia only has one person on it, a small fairy named Kissmee. (And she
- loves for you to do just that, too!) As flighty as she is, she will tell you
- that a three-headed hydra guards the Caddellite. There are others down there
- looking for it apparently, who will attack you. Also take note to the liches,
- who love fire fields. The Hydra is off to the west, and then south a little
- ways. He is enclosed in a stone room, with a secret door on the north side.
- Talking to him/them doesn't accomplish much, as you have to kill him/them
- anyway. Go south through the magically locked door, and you'll come outside
- at the meteor. (Conveniently, there's no place to land a magic carpet, so you
- won't be able to take any shortcuts.) You need one piece of Caddellite per
- member in your party, and they are heavy, so you may want to leave some things
- in the ship before you attempt all this.
-
- Take the Caddellite to Zorn the blacksmith in Minoc, who will make the
- helmets for you. Head back to the Meditation Retreat, put on the helmets, and
- in you go. The puzzle on the inside of the Cube is not difficult, just time
- consuming. You start out on a platform, looking at three concentric squares
- surrounding the smaller cube. As you walk around, platforms appear to lead
- you across. All throughout, there is only ever one way you can go, which
- turns out to be a dead end, but opens up another path. The Guardian will
- laugh at you, making it more nerve wracking, and there are fireball traps
- placed here and there.
-
- I found it best to wear a Ring of Regeneration, so that if you are knocked
- out, you recover in a hurry. You also regain your hit points faster by
- standing and waiting; as long as you are not in the path of a fireball trap,
- nothing is in there to randomly jump out and kill you. When you finally get to
- the cube, the Cube Generator will be destroyed, and you will get the final
- warning from the Time Lord: the planetary alignment is very close, and you
- have to go to Buccaneer's Den quickly to find out where the Black Gate is.
-
- YO-HO-HO
-
- There is a House of Games on Buccaneer's Den, that has a door that leads back
- into the mountain. The wenches in the House of Baths will attest that there
- are passages connecting the buildings. If you've been here before, everyone
- denies the existence of Hook, or doesn't know where he is. Now that you have
- the Cube, they will tell the truth. Hook, it turns out, lives in the caverns
- behind the House of Games. Sintag, the Guard, will tell you this, and also
- give you the key to the door. Inside, the only really notable items are a
- juggernaut hammer (which can be thrown and will return), a gold key, and a
- scroll with orders to sail for the Isle of the Avatar. There is a prison
- inside further to the west, that contains Alagner's assistant Anton, and
- Sullivan the Trickster, the guy who's been going around pretending to be the
- Avatar.
-
- Now would be a good time to stock up on reagents, as you will need a lot of
- Heal, Cure, Unlock Magic, Restoration, and possibly Resurrect spells. If you
- do not have these spells, get them. Mariah at the Lycaeum sells high-level
- spells at very low prices.
-
- THE FORTRESS OF THE FELLOWSHIP
-
- The entrance to the Fortress is a cave on the Island of the Avatar, west of
- Shrine of the Codex. You will need the gold key from Hook's room to open the
- door. (Stop to admire the sight of the Throne built for the Guardian.) Look
- at the northwest corner of the room, you'll see water. There is a secret door
- at that tapestry; behind it is the switch to open that metal door to the
- north.
-
- The first puzzle you'll run into is a series of jail cells. You will need to
- get into the one with the dead prisoner, as that person holds a key. The
- three levers set on pedestals will control the doors; the right and left
- levers randomly select the door, and the one in the middle (darker pedestal)
- opens the door. Watch the chains turn as you select the levers, you want the
- one on the left to move slightly. When it does, hit the middle lever to open
- the cell door. Go over to it, killing off any Fellowship people in your way,
- and search the prisoner for a red key. Move the barrel to reveal a switch
- that opens a secret door to the south.
-
- You will pass through rooms containing spiders, slime, and a liche or two.
- You will eventually get to a teleporter that sends you to the center of a
- pillared room with two teleporters at the north end. The only one that works
- is the one on the left, which takes you to the west side of a east-west
- corridor. Walk through the wall at the end of this, and you'll find yourself
- at the Throne of Many Changes.
-
- Sitting on the throne changes the area around you, as you will note when you
- go back to the northwest corner of the cavern again. This time there is a mage
- in a room; the wall between you and the mage is false. There is a spell book
- on the table with a lot of offensive combat spells; good idea to grab it.
- (This mage was about to cast Armageddon, when you disturbed him.) There is a
- secret passage southeast of the throne that leads to a small passage. The
- backpack next to the corpse has a blue key that you need.
-
- Sit on the throne to change the area once again. This time there is a passage
- to the northeast (again through a false wall) that leads to a magically locked
- door. Walking through it brings a liche into the room; kill him and open the
- door behind him with the blue key you found earlier, to arrive at the Throne
- of Virtue. If you found the scroll earlier that said "Throne of `Change'
- keeps thee at bay, but `Virtue' shall show the way" you know that this is
- important. Sit upon the throne, wait for the lightning to clear, and go
- back south into the main chamber. Sit on the Throne of Change again, and you
- will end up in yet another chamber. Rest here, and save the game, because
- you're almost there.
-
- Head to the northwest corner of the room, and you'll be attacked by yet
- another liche. Kill him off, restore health points, and head north through
- the fake wall. You'll step onto a teleporter, that takes you to the Black
- Gate.
-
- Hook and Forskis, and Elizabeth and Abraham, who have been eluding you the
- entire game, are here along with Batlin. They sentence you to death, and
- immediately attack. You have one thing you must do here: destroy the Black
- Gate. Batlin has a Fellowship Staff that casts powerful fireballs, so try
- and avoid him if possible. Hook is tough to kill, but if you found the Glass
- Sword in the fortress earlier, you can make short work of him. As he dies,
- Batlin will disappear. (There's no way to stop this from happening; you'll
- probably see him again in ULTIMA VIII.) Elizabeth and Abraham aren't as
- tough, and Forskis is the easiest to kill. Mass Death works well here.
-
- Once they are all dead, (or, while the rest of your party is fighting them,
- your option,) you need to remove the force field surrounding the Black Gate.
- The three pedestals, if you look carefully at them, have indentations in the
- shapes of the three black prisms you collected from the generators. Place
- the prisms in the proper pedestals, and the field will disappear. The
- Guardian challenges you one last time; step through the Black Gate, and you
- will be returned to Earth. Destroy it, and be stranded on Britannia. Well,
- Earth is dull anyway. use Rudyam's Transmuter wand on the Black Gate. Sit
- back and watch the finale, and wait another two years for ULTIMA VIII: THE
- SERPENT ISLE.
-
- (By the way, you CAN step through the Gate, and return home, but can you
- live with that kind of guilt?)
-
- ULTIMA VII: THE BLACK GATE is published and distributed by Origin Systems.
-
- This walkthru is copyright (c) 1992 by Shano. All rights reserved. [Not to be
- distributed without permission.]
-