Tim Wilton's Walkthrough Source: Tim's
Ultima VII Walkthrough
Ok, first off I want you to know that this and Serpent
Isle are my ABSOLUTE favorite of the Ultima series and
I hate to have to degrade them like this, but some people
are pussies and don't know how to play on their own.
Makes me sick really...Honestly, I've beaten the game,
including all the quests, in a total of four days. Now,
I'm sure I could do better, but I DO have a life and
spent most of the time doing it at night. The basis
of this walkthru will be the chase of Elizabeth and
Abraham, so keep your eyes out for their names. Anyways,
without further ado...
Oh, P.S. I wrote this myself, so if I see it anywhere
else, I WILL punish you to the full extent of
the law. (Can you say Copyright?)
BEFORE YOU START: If you have the Forge of Virtue
Add-On, that may be accessed HERE.
TRINSIC: You exit the moongate in Trinsic. A
fat bald guy and a blacksmith are having a conversation,
the fat guy, you find out, is your pal Iolo and he kind
of latches on to you. He's useless really, all he does
is bitch throughout the game, but I use him to lug around
all my gold and such. You screen will start to shake,
but it will eventually fade. So after it does, search
the stables. Pretty picture...anyways, you can scavenge
around here. (There isn't just a dead guy here, there's
an impaled gargoyle, named Inamo in the back...) Maybe
toss your dagger for a trusty...rake. But make sure
you get the key. Now, feel free to explore a bit and
talk to people. Be sure to meet the Fellowship. They
play a somewhat large role in the game. Especially talk
to Gilberto, who is at the healers and Spark, who will
become the next step in your mission. Go to Spark's
house on the NW side of town. Beat his parrot with the
gavel and see what happens. (Trust me...) Talk to the
runt and get him going about the key. Open his chest
upstairs and nab the gold and the scroll. The scroll
says some spooky stuff about the Fellowship. Little
use it does you, but you made out with 100 gold. Not
bad. Spark will also start whining about joining your
group. He often provides a bit of entertainment, and
I use him to carry food. However, he's not REQUIRED
for the game. Go to the center of town and talk to the
Mayor. Give him your "report" and get the password,
Blackbird, to leave the city. Uh oh, did you forget
to pay for this game? If you did, tough shit. Hope you
enjoyed the game. I'm not playing pirate for any of
you. If not, answer the questions and head out the north
gate. One last thing, cheaters suck.
BRITAIN: Just pass on by the Peasant People of
Paws for now and head to Britain. First order of business,
get drunk. Well, not really. Go to the tavern and who
do you see? An old guy in a green shirt. HEY! ITS SHAMINO!!
YAY! Pick him up and make sure he gives you your pocketwatch
back. Then head over to the castle. Stop and chat with
Chuckles, (do you know how to play the Game? I do...)
Then, go talk to Lord British. Make sure to get him
talking about his ship, the storeroom, the earthquakes,
and the moongates. He'll tell you where to get a free
boat, (don't buy one..) a spellbook, some armor, and
he'll give you the Orb of the Moons. Don't lose this.
He'll also talk about the messed up magic and tell you
to go to Cove and find Rudyom. Leave the castle and
go to the Fellowship hall. Talk to Batlin and tell him
you want to join the Fellowship. You'll take an unpassable
test and then be given a package. You're instructed
to deliver it to Elynor in Minoc. (You can open it,
but there's nothing important in it.) You'll also learn
that Elizabeth and Abraham are on their way to Minoc,
how convenient. After that, the rest is up to your discretion.
SIDE NOTE: Along the way, there are tons of little
quests that are optional in the game. I recommend doing
them for maximum enjoyment, but most are optional. I
will try to remember where all of them are... In
Castle British, talk to the woman in blue (I forget
her name) she will give you a note to take to Cove.
(You're going there anyways...) Lastly, in Britain,
you can go to the strip on the east side, that's where
the shops are. Make sure you talk to the Mayor, Clint,
Gordon, and Sentri. Sentri is an optional member of
your team, but I usually leave him behind. Also, go
to the Museum and pilfer the moonstones. (The colored
ones, not the runes.) If anyone gives you crap, blame
it on Iolo. Also talk to the mayor, Millie, Gordon,
and Clint, the shipwright. Leave Britain via the East
Bridge and head to Cove, you cheater.
COVE: Ok, I have to show you this. On your way
out of Britain, you will pass a farmers house. Talk
to him and find out why everyone thinks he's a wacko.
Go the NE side of his field and find out maybe he's
not so wacko. THE KILRATHI HAVE LANDED!!! (Not that
that has anything to do with the game. SIDE NOTE:
Also, at this guys house there is a locked shed. Find
a fishing pole and go fishing south of his home. You
will catch a fish with a key inside him. Use the key
in the shed and find THE HOE OF DESTRUCTION! Ok,
go to Cove and find Rudyom. His house has two candles
in front. As you can see, he's a little...strange. Anyways,
get him talking about blackrock then get his Wand and
at least four pieces of blackrock. SIDE NOTE: If
you get seasick, Rudyom speaks of a Flying Carpet. That
is located south of Dungeon Despise. Also, before
you leave Rudyom, make sure you buy the spells, MARK
and RECALL. Now you have a use for the moonstones. Whenever
you're at a place that you want to get back to quickly,
use MARK on a moonstone. Then when you want to come
back, use RECALL on that moonstone. Saves time, saves
effort. That's all that's required in Cove. However,
the fun way is to also go to the Mayors home and get
that note signed. You should go to the Healer's and
meet Janna. She will offer to join your party. I recommend
her because she will heal you for free. Finally, you
can go to the Shrine of Compassion located on the west
side of Cove and meet the woman of your dreams, Natassia.
Find out what's bugging her and offer to help. That's
all for Cove, time to get on Elizabeth and Abraham's
trail. Ok, you pathetic, wussy cheater, time to go to
MINOC: Ok, first things first. If you got a clue
from Chuckles, it will tell you to stop and get your
fortune told. BIG GAME CLUES HERE so do it. Then, go
to the Sawmill. ALL RIGHT! Just in time for lunch, two
gruesome, gory murders. How nice. Wait, what's that,
CLUES! A dagger and a candelabra. Snag the dagger and
go talk to people. Question everyone, ESPECIALLY Mrs.
Unfriendly Elynor. Drop off her package, (if you opened
it, she will just be a little pissy, but nothing will
happen.) She will also tell you that Elizabeth and Abraham
have gone to Paws. That's all that's important that
happens here. However, I would talk to Julia the Tinker.
She can join your party. (but she's USELESS!!) Also,
in the Artist's Guild, if you go the NW corner and look
in the barrels, you'll find a dead rabbit. Look inside
IT and find some blue shiny things. Grab them, they're
GREAT weapons called Starbursts. Ok, time to get back
on the case. You can finally associate with the pathetic
peasants like yourself you cheater. Onto Paws.
PAWS: Stop in at Castle British to deliver that
note and go south to Paws. Head to the Fellowship Hall
and meet Feridwyn. He will clue you in that Elizabeth
and Abraham have gone to Jhelom. Also, to save time,
visit the House of Items and purchase the Hourglass.
You'll need it later. (AND DON'T STEAL IT! Just because
she's blind gives you no reason. It only costs like
5 gold.) That's all for Paws. If you want, there is
also a mini quest involving some stolen Serpent Venom.
That's a fun one...) Ok, next stop, the City of Valor
(which you have none of cheater), Jhelom.
Jhelom: Ok, there are three ways to get here.
1. Run to Vesper, get the ship (or buy one) and sail
there. 2. Go to Lost Lake, under Dungeon Despise, and
get the Flying Carpet. 3. My favorite, go east of Britain.
Follow the path and watch north. You should see a moongate.
90% of the time, it will take you to Jhelom. 10% of
the time, it will kill you. Anyways, however you go,
when you get there, talk to the Mayor, Joseph. He says
Elizabeth and Abraham are on their way to Britain. (DAMMIT!)
If you notice there seems to be a bit of trouble here.
Maybe you should stop in at the tavern to find out what
the scoop is. Surprise! Its Dupre, or should I say,
Sir Dupre. Get him to join your party. Besides you,
he's the best fighter. Also, talk to the barmaids to
find out what's going on. Evidently, someone stole somebody's
flag. Go up to the NE part of town and meet Sprellic.
He will fill you in on what REALLY happened. Evidently,
he "borrowed" the fighters Honor Flag and now they want
to kick his ass. However, the flag is gone and will
never come back. Agree to help him out and go to the
shop across the bridge. Talk to the guy and ask him
to knit you a fake flag. May not solve the problem,
but it will shut the fighters up. Then go to DeSnel's
Fighting School and look around. See anything familiar?
Ask DeSnel about the dagger you found in Minoc. (Notice
he's a Fellowship member...hmm) Then ask to see his
demonstration. This is really fun! Trust me! (Remember,
if someone attacks you first, you have the right to
whomp him.) That's all you need here. If you want, you
can sleep for a few hours, (at least 30 paces away from
the provisions shop) and give the fighters their pseudo-flag.
That should clear things up in Jhelom. SIDE NOTE:
Just north of Jhelom is a small island. It's the really
little one on the right. Go there and look for a secret
entrance to a cave. It's on the right side of the mountains.
Inside is TONS of booty. Back to your main quest,
chasing Elizabeth and Abraham. Onto Britain!
BRITAIN: Ok, return to Britain (I would Mark/Recall
Jhelom first) If you traveled via moongate, then cast
HELP from your spellbook. Neat huh? Go down to the Fellowship
Hall and talk to Batlin. Tell him you delivered the
package and also ask about Elizabeth and Abraham. He
will say that they've gone to Vesper. He will also give
you another task to prove your worth to the Fellowship.
He will ask you to go to the "deserted" Dungeon Destard
to find some Fellowship gold. Make this your next task.
DUNGEON DESTARD: Ok, this dungeon is located
NW of Trinsic. It's a little hard to find, but you have
to go west of where the mountains tip off. SIDE NOTE:
If you go due west of Trinsic and hug the mountainside,
you'll notice a cave at the tip of the mountains. (Dungeon
Destard is NW of this) Go inside and you'll find a virgin-detecting
Unicorn (useless) and a fountain. Drink the water from
the fountain and you'll become temporarily invincible!
Once you reach the entrance to Dungeon Destard, you
don't actually have to go in. But inside, are gems,
spellbooks, armor, gold, and HUGE, RED FIREBREATHING
DRAGONS!!! Is it worth it? Yep. Dragons are pussies.
I usually use a sleeping potion or cast sleep on them,
then PILLAGE AND RUN! If you're really brave (or should
I say...stupid), you can go hand to hand with them,
but I wouldn't recommend it. If you want, you can grab
the Fellowship staff from inside. It makes a pretty
formidable weapon. Time to return to Batlin.
BRITAIN: Tsk, tsk, tsk. You returned to Batlin
empty-handed. But it's ok. There really weren't any
funds there to begin with. He will forgive you and tell
you to come back at 9:00pm to be initiated into the
Fellowship. Yippee freaking skippy. Everytime I play,
I just go use his bed for a few hours and wake up, fresh
and ready to join the Fellowship. Head to the podium
and begin the ceremony. You'll hear a lot of pathetic
stories before you are initiated. Your friends will
try to stop you from joining, but you have to be strong!
Ignore them. Join the Fellowship (Hope you paid for
your game!) and receive your medallion. Make sure you
wear it at all times. (It WILL affect some responses
from people, but it IS important.) Ok, back to following
Elizabeth and Abraham. On to the desert city of Vesper.
(Someone should ship YOU to the desert you CHEATER!!)
VESPER: What a fun town. Since this place doesn't
have a Fellowship hall, do like you did in Cove and
talk to Austin the Mayor. He will tell you should talk
to Cador. Cador is a miner for the Britannian Mining
Company. He can be found either in the mine during the
day, at the tavern in the evening, or his home at night.
He will tell you that Elizabeth and Abraham have gone
to Moonglow (isn't this FUN!) That's pretty much it
here. If you notice, Vesper is VERY segregated and prejudiced.
Humans stay on the right of the oasis, Gargoyles on
the left. Be careful what you say to some of the wussy
wingless gargoyles, they are prone to violence. You
can also buy some spells from Wis-Sur here, but you
could buy a Porsche at his prices. If you haven't already,
you can use Lord British's ship to travel to Moonglow.
It's waiting at the docks south of the tavern. Take
it and sail to Moonglow. I hope your ship sinks and
everyone lives except you, you cheater.
MOONGLOW: As usual, head to the Fellowship Hall
and meet Rankin. He will tell you that Elizabeth and
Abraham have once again eluded you and moved on to Terfin.
This island offers many important things. First and
foremost, is Penumbra. Evidently, she put herself to
sleep when you last came to Britannia and has been asleep
for the last 200 years. Go to her house at the northern
tip and read the plaque. Kind of a game really. By reading
it several times, you'll discover that you open the
door by placing various items next to the plaque. Visit
Languages Page You can read the runic writing with
my chart. Once you get the door open, cast AWAKEN on
the sleeping mage and she will start to trip out. Before
she will help you, you have to block the painful ether
by surrounding her with Blackrock. If you still have
the pieces, place one on each pedestal. One you've done
that, Penumbra becomes much more cooperative. She will
tell you that you need to find the Ethereal Ring, owned
by Draxinusom. Hmm, sounds Gargish. Good thing you're
on your way to Terfin. Before leaving, however, I recommend
visiting the Lycaeum and visiting Mariah. (She's a little
loopy.) Also, you can meet Brian in the observatory
on the NE corner of town. He needs a crystal to finish
his orrery. Now, this will seem to be useful to the
game, but in reality, I don't think I ever found a use.
Still, it's nice to have. I recommend doing this mini-quest.
There's also the little love affair between the twin
brothers and some bitch at the Lycaeum. That one's always
fun. I think there is one other quest on this island,
but it's not mandatory to the game. This is also one
of those places that it would be best to MARK/RECALL
a moonstone. I would advise you to do it near Penumbra's
home. Once you're done, head to Terfin.
TERFIN: Ok, once you talk to Draxinusom, you
will find out that he was forced to sell his Ethereal
Ring. Nuts. Looks like you have to work again. Turns
out he sold it to a, how do I put it...INSANE man who
live on the island of Spektran. However, your focus
is on Elizabeth and Abraham. Go to the Fellowship and
talk to Quan. You will find out that Elizabeth and Abraham
are now nicely meditating at the Fellowship Meditation
Retreat. That's it for this place. There is also a plot
to destroy the Gargoyle's physical representations of
their Virtues, AKA three green statues. You can stick
around to solve that if you want. OK! Let's meditate.
(You'd better meditate ALOT you stupid cheater.)
INTERMISSION: Ok. Now it gets kind of weird.
Time for a total shift change. If you stop at the Meditation
Retreat, you find out that Elizabeth and Abraham are
on Buccaneer's Den. Ok, simple right? Wrong. Remember
what the fortune teller said? You should be looking
for the Time Lord. Maybe he can clue you in onto what's
going on in Britannia. Hell, its better than continuing
to follow Elizabeth and Abraham. If I recall, the Fortune
Teller said to seek out the Emps to find the Time Lord.
Hmm...Emps. What the hell are they? Maybe Taylor up
at EMPath Abbey knows. Lets ask him.
EMPATH ABBEY: Holy crap, pretty long hike. Maybe
this would be a good spot to MARK/RECALL. Once you've
talked to Taylor, you will discover that the Emps live
deep in the forests of Yew. However, one cannot approach
them without honey. Even you, a cheater, should BEE
able to guess where to go next...SIDE NOTE: There
is a woman here who wants some flowers to take to her
dead mother. Another optional mini-quest.
THE BEE CAVE: Leave Empath Abbey and head south.
South of Empath Abbey lies a small, U-shaped mountain
range. The bee cave entrance is on the south side of
the NW part of the mountains. Its really easier than
it sounds. Head inside and go the left. If you ignore
the bees, they'll ignore you. If they really become
a problem, use a smoke bomb. Snag the honey and head
out. For fun, you can go to the far right side of the
Bee Cave. There you will find a couple of...interesting
characters. Time to find some Emps.
YEW: Ok, Yew is a HUGE place. Actually, it's
mostly trees. The creatures you are looking for, Emps,
live in trees. More specifically, Silverleaf trees.
They are really easy to spot. They are silver with blue
leaves. You know you've found the spot when you see
little stairs leading up into the Silverleaf trees.
With the honey, you have the ability to talk to Trellek.
Ask him about finding the Wisps. He will tell you that
he has the ability to talk to the Wisps, but to go adventuring,
he will need permission from his mate, Saralek. When
you find Saralek, ask her for permission to take Trellek
adventuring. She says that she'll agree only if Soloman,
the Emp Leader says OK. When you ask Soloman, she will
make you get Ben the Woodcutter to stop cutting Silverleaf
trees. Then she will give her permission. Jeez, nothings
free around here. Personally, I would MARK/RECALL the
Emp home because it's a bit of a walk to Ben's home
and back. Head over to Ben's home, (its a red brick
place) and ask him to sign the agreement. He's glad
to, which I'm sure makes you glad as well. Get back
to Soloman's home and give her the agreement. She will
now give you permission to take Trellek adventuring.
However, now Saralek changed her mind. She expresses
that she DOES NOT want Trellek to go. But she will tell
you that Trellek can make a whistle that will enable
you to contact the Wisps. Go back to Trellek with this
news. He will make you a whistle and send you on your
way. At this point, you now have the option of finding
about Natassia's father. Trellek will tell you the whole
sad story and you can put Natassia's heart to rest.
(She gives you quite a reward too!)SIDE NOTE: Also,
somewhere in this forest is another companion of yours
Tseramed. I usually don't have him in my party either.
If you haven't noticed already, there is a large stone
structure in the middle of the woods! What is that?
That, my friend, is the home of the Wisps.
THE ABANDONED FORTRESS: The Abandoned Fortress
is the name given to this big ABANDONED structure. When
you go inside, you'll notice a little blue ball floating
around the place. Giving it no notice, you blow the
whistle. Suddenly, the ball approaches you and begins
to pulsate. The Wisp begins talking to you, demanding
to know who you are. When you tell it you're looking
for the Time Lord, it offers you a trade. (Figures.)
The Wisps are always on a quest for knowledge and information,
and humans are the best place to get it. In return for
audience with the Time Lord (AND information on the
Guardian), the Wisps want you to retrieve Alagner's
Notebook. They tell you his home is on New Magencia.
So my cheating friend, its time for a trip.
NEW MAGENCIA: This would be a good time to get
the Flying Carpet, if you haven't done so already. As
I said before, its right in front of the south entrance
to Dungeon Despise. Take it or your ship to New Magencia.
It's in between Buccaneer's Den and Moonglow. Alagner's
home is on the northern tip of the island. It's the
only thing of real importance on the whole island. I
think there is another mini-quest here, but it's not
vital to the game. When you talk to Alagner, he starts
babbling about his quest for knowledge and he will only
lend his notebook to someone on a similar quest. So
if you want his notebook, and you do, you have to go
on his little quest. Your quest, to find the answers
to Life and Death. You will find your answers by talking
to the Tortured One in the home of the dead, Skara Brae.
So that's your next stop, where you belong you cheater,
in the land of the dead.
SKARA BRAE: Though most will tell you otherwise,
there are THREE ways to get on Skara Brae. Not two.
The first, and most obvious is a moongate. The second,
is a little harder. Because Skara Brae is surrounded
by a rock wall, you can't sail to it. However, you can
pay The Ferryman to take you across. Doesn't cost much,
just an inconvenience. (BTW, the Ferryman looks a bit
like the Grim Reaper. Even has a scythe.) Lastly, there
is ONE spot in the cemetery, where you can land your
Magic Carpet. Its VERY hard to find and almost not worth
it. Fly your carpet to the Ferryman's dock, leave it
there, go over and MARK/RECALL. That's all you have
to do. Then go back. Also, before entering Skara Brae,
you MUST have the Seance spell. No exceptions. Bring
plenty of reagents too. Once you get to Skara Brea,
search out Mordra. She's really easy to find. Just look
for a ghost woman north of the cemetery. She will clue
you in on how to talk to the townsfolk. She will also
tell you of a little "problem" with the city's evil
liche, Horance. Next, go to the armorer, Trent. Talk
to him a bit to find out what his problem is. Then take
his music box and head over to the Dark Tower. SIDE
NOTE: If you a sadist, check out what's behind the Dark
Tower. (Nothing like a dead skull shrine to brighten
the day. LOOK AT THOSE FLAMES!) Once inside the
tower, find the wandering woman ghost. Notice she won't
say anything to you? Maybe a little music would help.
Play the music box and Viola! She comes out of her trance
(temporarily) and says that she DOES love Trent. Then,
since you seem to be playing delivery boy more than
Avatar, she gives you a ring to take to him. SIDE
NOTE: Is it just me, or does everyone in Britannia seem
LAZY!? Take the ring to Trent and his disposition
will brighten and he will be more apt to talk to you.
He will say that he is building a Soul Cage and he needs
an iron bar to complete it. Run down to the cemetery
and get one for him. He'll be most appreciative. Then,
pick up the finished Soul Cage and go to Mordra's place.
Talk to her about the potion that Forsythe the Mayor
goofed up. She will give you the ingredients to create
the needed potion. Mandrake Root (sparkly red and yellow
stuff), Invisibility potion, and Curing potion. Hey!
How convenient. They all seem to be in Mordra's home.
Snag all three and go north. There lies Caine the Alchemist's
home. (or what's left of it.) Wow, try talking to this
guy. He is FREAKING out. He looks like he's being tortured!
LOOK! It's the TORTURED ONE! However, like all Britannian's,
living or dead, he won't help you until you help him.
He, and the rest of the town, want Horance dead. You
need to make the potion Mordra spoke of and use it on
him when he's trapped in the Soul Cage. To make the
potion, connect the three potions, (red, black, and
red/orange sparkly) to the FRONT of the glass, swirly
thing. Then put an empty vial, (there's one on his shelf)
at the other end of the glass, swirly thing. Turn on
the glass, swirly thing and voila! A sparkly blue potion.
Now, take that and the Soul Cage up to the Dark Tower.
Go to the left and right and beat up his two skeletons.
Yay, two Magic Axe's. Now head to the back of the tower.
See that well inside those walls? Its called the Well
of Souls. Walk through the fake wall and use the Soul
Cage on the Well of Souls. Sparkly. Ok, now go back
into the throne room and wait until midnight. When the
Liche lays down, trap him in the Soul Cage and use the
potion. He will tell you that you need to find someone
to sacrifice. Hmm, who should we ask? Not the Tortured
One, we need him. Not Mordra, she's too helpful. Not
Trent, he just found a reason to "live." How about Forsythe?
Damn, he's such a wussy. Well, if not him, how about
someone in the bar? No, none of them should have to
give up their "life" to save everyone. Go ask Forsythe
again, really nicely. He will finally agree. SIDE
NOTE: You must ask everyone before asking Forsythe again.
Take him to the Well of Souls and destroy it. Congratulations.
Now everyone can be at peace. Go back to Caine and ask
him the answers to Life and Death. He will tell you
that there are NO answers to Life and Death. (figures)
Oh well, back to Alagner's place.
TIME LORD: MARK/RECALL back to New Magencia and
tell Alagner his answer. He will give you the key needed
to retrieve his notebook. Go get it and then MARK/RECALL
back to the Abandoned Fortress. Trade information with
the Wisp and then use the Orb of the Moons that Lord
British gave you to meet the Time Lord. Ooooh! Neato!
He will tell you that there is a Generator deep inside
Dungeon Despise. You will have to destroy it. But, naturally,
you can't do that without an Enchanted Hourglass. Nicodemous
is the only one who can enchant it. Since the ether
is made all the mages go insane, you will have to destroy
the Tetrahedron Generator that is destroying ether waves.
It is inside Dungeon Deceit. However, in order to get
anywhere near this Generator, you will need the Ethereal
Ring. Now, where did Draxinusom say that was?
SPEKTRAN: The door to this place will open as
you move to it and once inside, you will meet a very...curious
character. Seems he and his invisible girlfriend have
the ring in his vault. That's the room behind him. Proceed
to the back and face one of the hardest advisaries in
the game. A Stone Harpy. She's not too tough though.
Just use a Glass Sword, or my favorite spell MASS DEATH.
Once you've extinguished the birdwoman, search her body
and snag the key. Use it to open the vault and procure
the Ethereal Ring. MARK/RECALL back to Moonglow and
have Penumbra enchant the Ring. Time to start saving
DUNGEON DECEIT: The Dungeon itself isn't too
tough, but once you reach the Tetrahedron, your troubles
will start. Now, me being stupid, took my whole crew
towards the Generator. Since, I was the only one with
an Ethereal Ring, I was the only one who didn't die.
Trust me, leave the team behind for this mission. Wearing
the Ethereal Ring, you must now enter the Tetrahedron.
Inside the Generator, you will find one big, ugly, snarling,
red, did I mention ugly, monster. He looks tough, but
he's a wussy. Glass Sword him or corner him and whomp
the hell out of him. Once he's dead, click on the glowing
mini-tetrahedron. Suddenly, you'll be transported out
of the Generator and you'll get to see some neato effects.
Congratulations, you've collapsed the Tetrahedron Generator.
MAKE SURE YOU GET THE MINI-TETRAHEDRON ON THE GROUND
DUNGEON DESPISE: Now that the ether is repaired,
Nicodemous can enchant your hourglass. Take it to his
home in Yew, (its south of a REALLY big chessboard.)
After he enchants it, you can proceed to Despise. The
easiest way through the Dungeon is to begin at the South
Entrance where you found the Flying Carpet. This Dungeon
is kind of a bitch. Just avoid the teleporters and make
your way to the SW side of the lake and you will find
the Sphere Generator. Once again, leave your pals behind
and enter the Sphere. Oh boy, a puzzle. The correct
answer to the moongate puzzle is Red, Blue, Blue, Red.
Once you make it to the platform, click the Mini-Sphere.
Again you're teleported out, again you see a big explosion,
again MAKE SURE TO GRAB THE MINI-SPHERE! Two Generators
down, one to go.
MEDITATION RETREAT: Ok, that guy in the blue
must have piqued your curiosity by telling you about
that cave in the back, so start there. Make your way
through the cave, (yes, you'll have to kill the woman)
and find the Cube Generator. Lets review. You had an
Ethereal Ring to get into the Tetrahedron. You had an
Enchanted Hourglass to get into the Sphere. You will
obviously need something to get into the Cube. Hmm,
who would know what? Boy, that Hourglass sure is glowing
brightly. Use it to contact the Time Lord. He will tell
you that you need an artifact called a Caddelite Helmet
to enter the Cube. He will also tell you its found on
the Isle of Ambrosia. Where the hell is that? Look at
your map. Look at the NE corner. See that compass. It's
cleverly hidden under the compass. MARK/RECALL the Cube
location to save time and go to Ambrosia. Again, I hope
your ship sinks on the way there. AMBROSIA: The
Isle of Ambrosia is pretty basic. Just make your way
around the place until you see this green three-headed
hydra. It will want to snack on you. At this point,
kill it. Then, go past it and out the cave exit. There,
you will see the remains of a meteor and little blue
chucks of rock. Just pick up one chunk and leave the
island. You will need to fashion this into a helmet.
Where do you think the best place to do this is? Probably
where the artists live, Minoc.
MINOC: Go up to Zorn in Minoc and tell him you
want a helmet made out of the Caddelite. He will be
more than glad to. Once you have your helmet, MARK/RECALL
back to the Cube.
MEDITATION RETREAT: Drop your friends off again
and put on your Caddelite helmet. Wearing the helmet,
you can now enter the Cube Generator. This one is probably
the most time-consuming one. If you notice, when you
walk in certain places, little bridges appear. However,
sometimes there are invisible walls stopping you. Basically,
you have to make your way into the center so you can
grab the Mini-Cube. I could go on forever about how
to get there step by step, but its not really that hard.
Just watch out for the fireballs and such that are being
shot at you. When you finish the puzzle, grab the Mini-Cube
and watch the teleport-out/explosion scene. As before,
make sure you get that little Cube. This is probably
the best of all the little objects you received. With
this cube, nobody can lie to you. And where do most
of the liars in Britannia, as well as pirates such as
Hook, hang out? Board your Magic Carpet (or boat) and
go to Buccaneer's Den.
BUCCANEER'S DEN: Ok, since we are back on the
trail of Elizabeth and Abraham, we should probably start
at the Fellowship Hall. Goodie! You've finally reached
them. Thanks to that wonderful Mini-Cube, he will tell
you everything you want to know about the Fellowship,
Elizabeth and Abraham, and even Hook. Then you'll want
to go to the House of Games. Talk to everyone to find
out how to reach Hook's place. After getting the truth
out of Sintag, you will get the key to Hook's secret
hideout and you can finally finish putting the pieces
together. SIDE NOTE: When I played, I went to Buccaneer's
Den early in the game and found a secret room in the
Fellowship Hall. On the other side of the wall is a
lever to open the wall to get into Hook's Underground
Hideout. Even though it looks like you can't reach it,
I used Telekinesis (my 2nd favorite spell) to move the
lever and open the gate. However, I wouldn't recommend
doing it because it may screw up the timing of the game.
(The game will think that certain things have already
happened, basically destroying your game.) Inside
Hook's place, you will find a locked chest. Once you
get the chest open, you will discover two scrolls and
a key. The first scroll is a hitlist, telling you who
Hook's killed and who's next on the list. (Looks like
he killed poor Alagner.) The second, tells you that
they've all gone on the Crown Jewel to the Isle of the
Avatar. Time to set sail. Also, before you leave, you
can check out the Torture Chamber. There, you'll find
that Avatar Wanna-be who has been causing all the trouble.
(I killed him =) And another wimpy prisoner. Also, you
can go to the Baths, if you're feeling the need for
a prostitute. My recommendation, for maximum game enjoyment,
is to go through Hook's Caves to the Torture Chamber,
then head west. Kill the dragon and steal his booty.
(Lots of magic armor, weapons, and gold here.) Then
go back to the Torture Chamber, head south, and pull
the lever behind the crates. This will open the door
to the Baths. Not only will you be able to pillage all
the gold and magic stuff in this room, but you will
avoid the 600gold price it takes to get in. Once you're
done, leave the island, for good.
SERPENT'S HOLD Optional:This part of the
game is optional, but strongly recommended. Once you
get to Serpent's Hold, proceed into the town. Notice
the broken statue of Lord British. Hmm, seems like there's
trouble amidst. Go in and question everyone, especially
the barkeeper. They will tell you that someone defaced
the statue and they will ask you to find the culprit.
This is not vital to the game, but it's a fun back and
forth chase. The real reason you came here though, is
the armory. If you go to the north end of the hold,
you will see a locked room with about seven magic swords.
The key, most people cannot find, but I found it. It's
a room at the SW side of the hold under a pile of clothes.
Take it and pillage. Sure, its not the most virtuous
thing to do, but some big battles are ahead. Also, on
the east side of town is a pair of magic boots and in
the middle of town there is a locked chest. Bash it
open for some reagents. That's everything important
in Serpent's Hold, now aren't you glad you visited?
SIDE NOTE: Lady Tory also has a mini-quest for you,
to find her baby Riki. The baby is located at the Shrine
of Honor, south of Trinsic. Save the baby for her and
she'll be very appreciative. Now, back to the quest,
and onto the Isle of the Avatar!
THE SHRINE OF HUMILITY: This is a on big island
on the SE part of the map. If you go into the bay on
the west side, you will find a hut occupied by a bunch
of pirates. I recommend stopping here and killing everyone.
Not only will it build experience, but there is one
guy in the hut with a full suit of magic armor and a
Sword of Defense. Definitely worth the time. Once you
finish there, go to the very south of the Isle and head
towards the Shrine of Humility. It's really easy to
find because there are two huge statues in front of
the door. Using they key you took from Hook's chest,
unlock both doors and go to the west part of the shrine.
There, will be a cave entrance. Again, using Hook's
key, open the door and enter the cave. You will see
a large throne and a sign that says "The Throne of the
Guardian." You will also see a metal wall. Shoot, this
one doesn't lower by walking towards it. If you notice
in the NW part of the room, there seems to be a bit
of spillage. Head over that way and what do you discover?
A secret room! Go in and flip the switch. You are now
on your way to meet your destiny!
THE ISLE OF THE AVATAR: As you are walking around
in this maze, you will eventually find a room with lots
of metal walls and a lever in the middle. My recommendation,
TELEKINESIS!!! Use telekinesis to move the lever and
open the two secret walls. If you go to the top, where
the man and the woman are, kill them and proceed east,
you will find a Dragon. Kick its ass and grab the glass
sword. Then go back to the other room with the gargoyle
and whomp him as well. Follow the cave and all the teleporters.
This is a time-consuming maze. Basically, you should
use the Purple teleporters whenever there's an option.
Eventually you will see The Chair of Change. Sitting
it in will teleport you to one of three different locations.
Look all over the place in these locations. There are
secret walls and hidden goodies everywhere. When you
find the Throne of Virtue, sit in it and return to the
Chair of Change. Sit in it again and it will take you
to a fourth location, necessary to reaching the Black
Gate. Keep going throughout the maze until you find
a paladin guarding a door. This is another one of the
biggest bitches in the game. My advice, glass sword
his ass. He is fully loaded with magic armor. Also,
if you haven't got all the spells already, there is
a spellbook in the mage's room that is fully loaded.
Take that as well. Here comes the moment you've been
THE BLACK GATE: Congratulations, you have finally
caught up with Hook, Elizabeth and Abraham, Batlin,
and the Guardian. The Guardian will order Batlin to
kill you. Batlin will ask everyone what their opinions
are. As you can probably guess, you will then be attacked.
This is one major league battle, so I recommend pulling
out the spellbook. Use 8th level spells like MASS DEATH
or DEATH VORTEX. Those two are room clearers. Once you
kill Hook, Batlin will flee for his life. (That pussy.)
After everyone dies, take the three mini-pieces you
received. Place the Cube in the Cube slot, the Sphere
in the Sphere slot, and the Tetrahedron in Tetrahedron.
The barrier will fall and it will be you, the Guardian,
and the Black Gate. Now, you have the option. Do you
run through the gate and return to Earth? Or do you
destroy it and prevent the Guardian from coming through?
As your last act, before you finish the game, use Rudyom's
wand on the Black Gate and get prepared for a spectacular
Congratulations, you've completed Ultima VII, The Black
JUST FOR FUN:
These are things in the game that won't help you in
any way, (in fact, they'll probably ruin the game) but
they are fun. Remember to save before trying any of
Did you try:
Remember: Save your game before trying this stuff.
- Casting Armageddon
- Killing Nicodemous
- Clicking the plate above the Throne Room in Castle
British at noon
- Attacking the wisps
- Hitting the parrot with a gavel
- Stealing ANYTHING while Iolo is around
- Attacking Smith the Horse
- Attacking the Unicorn
- Attacking Batlin
- Getting on the roof of the blacksmiths in Trinsic
(and walking behind the chimney)
- Drinking ale after ale
- Walking around in poppy fields
- Hunt for gold east of Vesper
- Take Spark to the east side of the Bee Cave
- Running through the Black Gate