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Sage Dragon's Walkthrough - Source Here
Some Formatting Changes by Ganesh (http://www.bootstrike.com)
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Ultima 7 The Black Gate Walkthrough
This walkthrough is here to help you
through this incredible quest that is known as The
Black Gate. While all attempts have been made
to be as accurate as possible in the writing of this
walkthrough, there is the chance that it may not be
exactly right. If you should come across some things
that do not match with what is written here, please
look for the gargoyle on the home page and email me
with what you have discovered. Thanks ahead of time.
Key words are in italics. Here are some tips to pass
on for you to keep in mind while playing this awesome
game. First of all: be sure to save your game often!
This will avoid alot of headaches later in game play.
Secondly: be sure to train yourself with physical
and mental trainers located throughout the world.
To end the game properly with minimal damage to you
and your friends, you will want to be at 8th Level.
Thirdly: be sure to stock up on special weapons (ie.
Glass Swords) and regents for magic use. Finally:
Explore your world. This walkthrough is designed just
for that. If you follow the trail of Abraham and Elizabeth,
you will get maximum game play. There are different
problems in each town to solve, although they are
not necessary for the plot, it will give you experience
and money to pay for training. Have fun and defeat
the evil beings that infest the land that is known
as Britannia!
To save time on scrolling through all
of the walkthrough, simply click the name of the area
you need help with and you will instantly arrive at
that portion of the walkthrough. Good luck!
Trinsic | Britain | Cove | Minoc | Paws | Jhelom | Britain (Part II) |
Vesper | Moonglow
| Terfin | Meditation Retreat |
Empath Abbey | The
Emps and The Wisps | New Magincia
| Skara Brae | New
Magincia (Part II) | Spektran | Dungeon Deceit |
Dungeon Despise | Meditation Retreat (Part
II) | Ambrosia Island
| Meditation Retreat (Part III) | Buccaneers
Den | Isle of the Avatar
Trinsic
Having had the "Guardian" intrusion, you
decided to teleport via the mysterious red moongate
to the town of Trinsic. As you stepped from the teleporter,
you noticed your old friend Iolo speaking with an obviously
upset stable caretaker that goes by the name of Petre.
The game is in automatic mode and Iolo comments how
you have not aged since your last visit to Britannia.
The screen will shake as an earthquake occurs and the
Mayor of Trinsic, Finnigan, will arrive and ask
if you will accept the task of investigating a murder
that has taken place in the town. Tell him yes and he
will ask if you have searched the stables. Tell him
no. He will advise you to look inside the stables, talk
to the townspeople, and give him a report later on.
Upon entering the building you see that a ritualistic
murder has happened. Check the body and take the key.
Proceed into the back room and you see Inamo, the gargoyle,
skewered with a pitchfork against the wall. The bag
has some items if you want to stock up on some items.
Take the torch as you will need all that you can get.
Talk to Petre, the stable caretaker, and he will give
some information about the dead bodies. He also mentions
that the dead guy was Christopher and that he has a
son by the name of Sparks. You can find Sparks
at his house in the southwest of town, it will be a
two-story building. If Sparks is not in the house, you
can find him outside of the building. Tell Sparks that
you are the Avatar and he will disbelieve you. Iolo
will vouch for your character and convince Sparks that
you are who you claim to be. Be sure to ask Sparks all
of the questions and he then will want to join your
party. Tell him yes. There is some good info about the
"red-faced man" from Sparks when he describes the nightmare
that he had. Upstairs is a chest, use the key to open
the chest. Inside you will find money, a scroll
and a Fellowship medallion. Normally you do not
want to be taking things from peoples homes as it would
be unvirtuous and very un-Avatar like. Stealing will
cause your party members to question your honesty and
doing it enough times will cause your friends to leave!
Speaking of leaving, be very sure that when you are
talking to your party members that you do not tell them
to leave unless your VERY SURE that you don't
want them around. Use the word "bye" when finished speaking
with them. When your party members depart, they go to
their homes and you will spend a great deal of time
wandering around the world of Britannia trying to find
them! This might sound cruel, but if you smack the parrot
with the mallet, he will give the coordinates to buried
treasure. Your choice. Leave the house and go south
to a haunted house with a broken door in front. You
will hear the Guardian laugh and the furniture will
move on its own. There is some additional money and
clothes if you want it. Go to the healers house and
talk to the guard standing up with a bandage on his
head. He will mention that there was a ship by the name
Crown Jewel in port and a pirate with a hook
for a hand. He suggests that you speak to Gargan, the
ship-builder. His home is located behind the stables
and has an anchor in front of it. Talk to him and get
all the information you can. He will want to sell you
a deed to a ship, decline as you will get one later
from Lord British. Talk to Klog, the Fellowship director
as well as his wife. They will mention two people by
the names of Abraham and Elizabeth. Listen
to his selling of the Fellowship doctrine and he will
ask if you want to join. Tell him yes as you will have
to join eventually and he will refer you to Batlin
in Britain for the initiation tests. Go talk to Finnigan.
His house is the one with a fountain in front of the
courtyard. Finnigan will ask if you have talked with
the townspeople, tell him yes. He will carry on about
how there was a similar murder conducted in Britain.
Look for the word "report" and he will ask questions.
He will ask what you found at the stables, answer a
key. The next question will be what the key was to.
Answer a chest. He then asks what was in the chest.
Answer all (money, scroll, and medallion). He will then
ask if you have any suspects. Tell him about the Crown
Jewel and a man with a hook. He will then reward you
with some money. Finnigan is not totally convinced that
you really are the Avatar and will ask some questions
about where some landmarks are located in the world.
Typically he will ask these questions: 1. Q: What longitude
runs through Terfin? A: 120 2. Q: What latitude runs
through Dagger Island? A: 0 3. Q: What longitude runs
through Skara Brae? A: 60 (If you are asked something
different, email me and I will assist you.) Having answered
correctly, you will receive the password to leave Trinsic.
It is Blackbird. (Don't try to get by the gate guard
by jumping ahead and reading the answer here as it will
not work.) Go back to Petre and you can buy a deed for
a carriage. I highly recommend you do this as it will
save you time in getting to your next place. Use the
north gate and turn right to find the carriage. When
everybody has climbed into the carriage double-click
the carriage itself to make everybody sit down. You
will see the word "giddyup" appear and you can move
out. Head north. You will find some actors performing
a Passion Play just before you get to the swamp. Watch
it if you want. There is some more info on the Fellowship.
Continuing north will put you in the city of Britain.
Britain
You have headed north and went through
the town of Paws and are now in the city of Britain.
The first thing you will want to do is go to Lord British
at his castle. This can be accomplished by heading due
north until you get to the moat. Go across the drawbridge
and you will be in the castle. Speak with Lord British
and be sure to get The Orb of the Moons. He will
ask if you brought yours, tell him no. If you ask about
Moongates, the word Cove will appear. This will
be the next town to go to. If you have The Forge of
Virtue installed, be sure to mention the word rumble.
Lord British will explain what happened and will give
you a crystal and the deed to his ship called the Golden
Ankh. It can be found in Vesper. He will give you information
as to how to get to the Isle
of Fire. There is a storeroom within the castle
grounds that has your equipment stored, Lord British
will give you the key and basically tell you to find
it it on your own. Once you get the key, go into his
bedroom and enter the small room to the left. Look for
a lever and throw it. Continue to move levers and work
your way to the top of the castle roof. Once you have
found the storeroom, unlock it with the key and get
all of your equipment. Particulary the Spellbook.
This is a must have item! Inside the crate are some
magic boots, give your old boots to Sparks. Be sure
to get the bedroll as you won't be able to rest without
it. There is some additional food in the barrel, go
ahead and take it. (There will be times when your party
members will get hungry, if you haven't noticed it already.
To feed them, simply double-click the food, place the
cross-hairs on the person who is hungry and click. Wha-lah,
they're fed. It will be a pain in the rear as you make
your way around the world with these folks saying they
are hungry, but feed them and all will go well.) As
you work your way back to the lower level, you might
notice a jail cell in the SW corner of the roof. Behind
bars is Weston, jailed for stealing an apple. He will
ask for you to talk to Lord British on his behalf. Something
fishy going on with the Fellowship, talk to Lord British
and he will release Weston and start an investigation
on the Fellowship. If you want, you can talk to the
Great Council and deliver a bill to the Mayor of Cove.
It's up to you. Chuckles the Clown will ask if you want
to play a game. The game consists of questions that
you must answer with one syllable replies. Once you
win, he will give you a scroll with some information
on it. There are all sorts of little sub-plots going
in the castle, you can choose to do what you want with
these. Just remember, you're trying to find the murderer(s)
of Christopher and catch up with Abraham and Elizabeth.
Leave the castle and find the Blue Boar Inn. Inside
is Shamino, ask him to join. Go find Batlin and
talk to him about the Fellowship. Tell him that you
want to join. He will give you a package to deliver
to Elynor in Minoc. Be sure to speak to the Mayor,
Millie, Gordon, and Clint the ship-wright. You will
discover that you "just missed them". They are headed
to Minoc on "Fellowship business". By following this
trail of Abraham and Elizabeth, it will put you on the
track for the quest. Visit the museum and take the Moonstones.
Be sure to get the spells Mark and Recall
as soon as possible. That's about it for Britain, you
can watch the play that is being performed about you
and get some training from the fighter/trainer for a
nominal fee if you like. Head east in your carriage
until you come to a bridge. Walk over and work your
way south following the trail and you will arrive in
Cove.
Cove
You find yourself in Cove and may have
noticed that the lake is in bad shape. If you agreed
to the task of delivering the bill for the Great Council,
you will find the Mayors house in the southern part
of town on the right side of the lake/river. He will
give you a scroll in return to take back to Britain.
Don't feel that you have to immediately return, you
will end up back there later in the game. The main person
to talk to here is Rudyom the mage. His house
is located above the Mayors. Talk to him and he will
mention his diary and the "transmutor wand", plus a
substance known as Blackrock. It is extremely
important that you take the wand, known as Rudyom's
Wand with you. It is a vital piece of equipment.
Take the 4 pieces of blackrock with you. Don't worry
if they won't fit in your backpack, just give some to
your party members to carry. (There is a weapon of great
strength called the Hoe of Destruction in a locked
shed just east of Britain near a farm. The key to the
shed can be found in a dead fish along the shore of
the lake. You will have to look real close for it by
moving garbage off of the bodies.) If you didn't get
the opportunity to train in Britain with a trainer,
there is one here who will do it. The healer in town
is a former friend of yours and will join your party
if asked. The advantage? She can heal your wounds. Saves
your healing potions. Disadvantage? She is weak and
needs to be protected during battles. Your carriage
is going to be left behind for a while as you will have
to use the cave that is to the north. Ensure that you
have plenty of torches and be prepared to fight some
Cyclops and other monsters. The cave will lead you to
the forest surrounding Minoc. Head due north
through the forest until you come to a road with wagon
tracks, follow it and you will arrive in Minoc.
Minoc
You are in Minoc and notice a gypsy wagon
to your right. If you played the game with Chuckles
the Clown in Britain and won, then you received a scroll
telling you to seek out the gypsy woman, Margareta.
Have her read your fortune, it will cost you 20 gold
pieces. Talk to the gypsies and then get over to the
sawmill quickly. Does this scene look familiar? You
will see 2 bodies. The body of the man has a serpent
dagger on it. Get it as evidence. Talk to the townspeople
and do some investigating. Talk to the Mayor and he
will ask if you want to hear a secret. Tell him yes
and he will tell you that he has some misgivings about
the Fellowship. The owner of the inn is a former pirate
who knows Hook and the Crown Jewel. Owen the ship-wright
is building a monument to himself and is very eager
to talk about the Fellowship with you. He also will
admit that Hook was in town with the Crown Jewel the
night of the murders. You can give the package to Elynor
that Batlin wanted delivered. There is a cave to the
south of Owens house that has some gold coins in it.
There is also a magically-locked door in the cave. If
you don't have the spell in your book yet to unlock
magic, don't fret. You can come back to it later. Gregor,
the head of the Britannia Mining Company, can be found
in the building by the gypsy camp. He has a log that
shows quite a bit of mining being done. Notice the amounts
of Blackrock that is being taken in. To the south and
left of his building is a cave with a two-handed sword
that you can give to one of your party members. If you
follow the road with the wagon tracks, it will lead
you to the swamp and eventually right back to your carriage.
Just go over the little foot bridge and you will run
into it. It's time to head south to Paws and see if
you can catch up to Abraham and Elizabeth. There are
some serious questions that need to be answered by these
two people.
Paws is a poor town with some homeless
people wandering around. The key thing to do in Paws
is talk to Feridwyn. He will tell you that the people
that you are chasing have left town and are headed for
Jhelom. Are you really surprised? Be sure to see Beverlea,
the antique dealer, and get the Hourglass from
her. It is important that you do this. There is a missing
"venom" mystery that you can solve if you like. Solving
these mini-quests in the towns are not, for the most
part, needed. There might be a few that you have to
complete but it will give you maximum game play and
enhance the goodness of your character throughout the
land. You will now have to head to Jhelom. If you have
the money to buy a ship, you can as it will get you
across the ocean to Jhelom. If not, don't fret. There
are several ways to get there. First, if you have the
Forge of Virtue installed on the game, then you can
use Lord British's ship. Second, there is a flying carpet
located in front of the entrance to dungeon Despise.
When you get into Britain, head northwest and find the
river and follow the north shore to where it feeds Lost
Lake and it will be sitting in plain view. The cool
thing is that it's free. To use it, have everybody walk
onboard and double-click to rise. Head south to Trinsic
and then angle southwest across the ocean. It will be
an island home to fighters and warriors.
Jhelom
You have arrived in Jhelom and need to
talk to Joseph the Mayor. He will describe what the
town is about and will mention that Abraham and Elizabeth
have left for Britain. (Come on, admit it. You didn't
really expect to find them here, did you?). Talk to
DeSnel, the trainer, and mention the serpent dagger
that you found in Minoc at the murder scene. You can
train with him as well. I believe that the only people
in your party that can train will be Spark and yourself.
Dupre, your old friend, can be found at the inn sampling
the local brew. Talk to him and have him join. (You
will want to have Iolo, Shamino, and Dupre in your party
as they are the most helpful and will be your traveling
companions in the sequel to this game.) Talk to the
barmaid that is sitting at the register about Sprellic,
the owner of the bar. He can be found in the house behind
the inn. Sprellic is a book-worm looking sort of fellow
and will describe how he just had the Avatar(?) at his
bar. This will trigger a mini-quest to help him keep
his life. After a series of questions, he will ask for
you to be his Champion. To save his scrawny neck, answer
yes. Leave his house and find Kliftin, the armorer,
and mention Sprellic. He will agree to helping you to
replace the Honor Flag that was stolen. You might be
attacked by a fighter in the duelling area. It is okay
to fight and kill him. Just don't start the fights.
Meet with Kliftin later and get the flag and talk to
the female fighter at DeSnel's. Give her the flag. All
is well. If you speak with the barmaid at the inn after
saving Sprellic, you will get some odd sounding news.
(She is a little "over the rainbow".) Talk to Sprellic
and tell him that he is safe. Having completed this
part of the quest, it's off to Britain again to find
the ever elusive duo.
Britain (Part II)
Back in Britain again. Go to the Fellowship
Hall and talk to Batlin. He will want you to go to the
dungeon Destard. You can find this place SW of
Paws along the west side of the mountain range by Spiritwood.
This place is FILLED with all sorts of treasure
and monsters. Plus you will find a few of my kind, although
these Dragons are not as receptive as I am. Tread lightly.
You might even want to be invisible in this place. You
can find some glass swords, which are highly sought
after. Save as many as you can as they will be needed
later. Venture back to Britain, and prepare to join
the Fellowship providing you spoke with Batlin during
your first visit to Britain. Your party members will
attempt to talk you out of joining but don't listen
to them. The ceremony will take place at 9:00 pm that
night. Be sure to wear the Fellowship medallion as it
will affect the outcome of how some Fellowship members
will treat you. You are going to be asked another series
of questions like those in Trinsic. This may or may
not follow the same sequence. Q: How many places can
Mandrake Root be found? A: 2 Q: How many bandits are
surrounding the old man? A: 6 Once again, if you have
any problems with this portion of the game, please Email me and I will assist you. Congratulations,
you have joined the Fellowship. Now onward to Vesper
to track down Elizabeth and Abraham.
Vesper
Vesper is located on the edge of the Drylands
and as such is inhabited by all sorts of monsters. You
will come across giant scorpions and poisonous snakes.
Seek out Austin, Vespers mayor. He is not a Fellowship
member but has spoken with Elizabeth and Abraham. He
is unsure of their whereabouts and will refer you to
Cador who will tell you that they have departed for
Moonglow. There is a tavern in town that caters to Gargoyles,
just be careful how you conduct yourself and what you
say while visiting it. Continue your chase to Moonglow.
Moonglow
Moonglow is an important city in that
you will have to awaken Penumbra. This will take some
doing. First off, speak to Rankin, the Fellowship branch
leader. He tells you that the two that you seek have
left for the island of Terfin, home to the Gargoyles.
Go to Penumbra's house. You will not be able to get
in until you have correctly unlocked the door. There
are no normal keys available to do this, you will have
to read the plaque in front of the house. I will not
give away the answer to this as it is easy enough to
figure out on your own. If you need help reading the
runic writing, use the menu above and click over to
the Runic Writing page. Having opened the door
you will have to awaken Penumbra. Use either your awaken
spell or an orange potion on her. She doesn't look to
bad after having been asleep for over 200 years. Before
she can continue to assist you, she will need to have
some Blackrock placed on the pedestals in her room.
If you have the Blackrock with you, use it here. If
not, you will have to return to Cove and get the Blackrock
from Rudyom's house. Once the Blackrock is in place
you will be able to speak with Penumbra. She will tell
you to find the Ethereal Ring. If you have the
Mark spell, use it here so you can return when
you get the ring. Make your way to Terfin.
Terfin
Terfin, the island home to the race of
Gargoyles. Be sure to speak with everybody here, especially
Draxinsom and Quan. The traveling Fellowship pair have
gone on to the Meditation Retreat. Something has happened
to the altar, seems like a conspiracy is in effect.
You have the option to solve this mystery if you want.
Be sure to talk to Forbrak the owner of the inn. He
will mention that there is trouble. Just follow the
line of questioning and talk to everybody and you will
be able to solve the mini-quest. You will learn that
the Etheral Ring is on the island of Spektran. Don't
worry about getting the ring now, you will get it later.
Depart Terfin and either go to the Meditation Retreat
or Empath Abbey. Meditation Retreat is located on an
island just east of Serpents Hold.
Meditation Retreat
If you have chosen to go here in search
of Elizabeth and Abraham, then you have missed them
again. They are now on their way to Buccaneers Den.
Ian only permits Fellowship members to enter. There
is a cave in the mountain side where one will be able
to hear the "voice". Don't concern yourself with
this yet, it will occur later in the game.
If you chose to go Empath Abbey, find
the monk named Taylor. You might also be able to get
some additional spells from Nicodemus, the magician
living across the street from the Abbey. Look for the
house that has a "chessboard" in front of it. Taylor
will tell you about the Emps that live in the forest.
If you came across them before then you know that they
will not talk to you unless you have some honey. Go
to the bee cave which is located south of the Abbey
and work your way north. Basically the bees won't mess
with you if you ignore them but if you take the honey
while they are awake, they will attack. You can either
use the smoke bomb that Taylor gives you or just wait
until the bees go to sleep. Inside the cave lives a
naked man and woman. They are a couple of rocks with
lips. Talk to them if you want just be prepared for
a pretty wierd conversation. They go on about the bees
inside the cave and how they are friends with them.
Grab about 3 clumps of honey and work your way to the
Emps.
The Emps and The
Wisps
You got the honey and now you have to
find the Emps. There is no exact route that I can give
you to find these creatures. Enter the Deep Forest and
work your way to the northeast. Be on the lookout for
a couple large trees with silver leaves. These are known
as Silverleaf trees. The silverleaf trees are home to
the Emps. You need to speak with Trellek about finding
the whereabouts of the Wisps. He will agree to go with
you. However, before Trellek can do anything, he will
need permission from Saralek who in turn needs permission
from Solomon. Solomon is the leader of the Emps. Solomon
is going to give you a written agreement that needs
to be delivered to Ben the woodsman. The document is
to keep Ben from chopping down the Silverleaf trees.
Ben's cabin is on the western edge of the forest by
the shoreline. Get the treaty signed and go back to
Solomon. Solomon gives you the okay to take Trellek
with, but Saralek has changed her mind about Trellek
going with. I believe she is concerned about his safety.
Trellek will give you a whistle to call the Wisps. The
Wisps can be found in 2 locations. You can wander around
the forest until you come across an old abandoned fortress
or you can find them in Spiritwood. I have always
talked to them in the forest south of where the Emps
live. It will take some searching but you can find them.
A word of caution here: DO NOT
GO INTO COMBAT MODE NEAR THE WISPS. THEY WILL THOROUGHLY
DESTROY YOU AND YOUR PARTY!! The Wisps are
pretty easy to identify as they will resemble glowing
spheres of light. As you are near one, blow the whistle
to talk to them. It will offer up some extremely important
information about the Guardian and will give you additional
information if you bring them Alagner's notebook.
Alagner is found in New Magincia. Consult the
map above if needed and fly the friendly skies of Britannia
on your magic carpet to the new destination.
New Magincia
As with every town that you have come
across, this one too has a mini-quest that can be solved.
It has something to do with the shepherdess and her
fiancee and a missing item. Alagner will agree to give
you his notebook provided you can answer the questions
of Life and Death. You will have to travel to Skara
Brae and talk to the Tortured One. If you haven't
gotten the spell Seance yet, do so before you
get to Skara Brae. Believe me, you will need it! Time
will be saved if you Mark Alagner's house so
you can return his notebook later. Time to face the
dead.
Skara Brae
There are actually 2 ways to get to Skara
Brae. Either fly on the carpet and attempt to find a
place to land which will be difficult or land on the
shore opposite the island and use the ferry. Use the
horn and cast Seance on the ferryman. I believe he will
charge to take you across. Pay up and catch the ride.
Skara Brae is the home to the dead. The town has been
totally destroyed by a fire. Talk with everyone in the
town, especially Mordra. Pick up the following
items: the Mandrake Essence (glowing potion), an empty
vial, a Curing Potion, and Potion of Invisibility at
Mordra's house. You will have to get a piece of the
fence around the cemetary to build a cage. Find Trent
the blacksmith and talk to him about his wife. Take
the musicbox and go to the Dark Tower, located in the
northwest corner of the island, and find Rowena. Place
the musicbox near her and play it. She will give you
her ring. Take it to Trent and he will fashion you a
cage. Talk to Caine. He will not give you the answer
to questions dealing with Life and Death until you destroy
the Liche. It is time to create a potion. Inside his
house is an Alchemists potion-maker. SAVE YOUR GAME! Plug in the Mandrake Essence, the
Curing Potion, the Invisibility Potion, and the empty
vial into the potion-maker. Turn the burner on and if
you did it correctly, you will receive a sparkling blue
potion. Take this new potion and get the cage from Trent.
Go to the Dark Tower and enter through a secret wall
by the stairs and use the cage on the Well of Souls.
Go back into the throne room. Once it is midnight, use
the cage on Horance the Liche when he lies down. You
will see quite a few of the townspeople enter and lie
down on the beds. You will know it's midnight when this
happens. Once the cage is over Horance, use the sparkling
potion on him. He will tell you that you need to find
someone who is willing to be a sacrifice. Talk to Forsythe,
the mayor, and he will tell you to find someone else
to be the sacrifice. You now have to talk to EVERYBODY
in town. Even if you talk to them before, do it again.
Nobody is willing to be a sacrifice and you will want
to talk to Forsythe again. He will agree to be the sacrifice
as it was his fault that the whole town was blown to
bits. Take him to the Well of Souls and destroy it.
Go back to Caine and you will find out that there are
NO answers to Life and Death. Back to New Magincia.
New Magincia (Part
II)
Talk to Alagner and tell him that there
are NO answers. Get his key to open the storeroom. It
is located to the south of his home. The storeroom is
a bit of a maze. Just save your game before attempting
to work your way through, it's not that hard. There
are all sorts of regents for spells to be found. Get
the notebook and take it to the Wisps. The Wisps will
tell you to seek out the Time Lord. Use your Orb of
the Moons to beam to him. He will tell you what is going
on with Britannia and how to fix the problems. You will
have to go to the Dungeon Despise to destroy the generator
that is messing up the ether. Before you can do this,
you will have to go to the Dungeon Deceit and destroy
a generator there as well. In order to accomplish this,
you will have to travel to Spektran and get the Etheral
Ring. Travel back to New Magincia to return Alagner's
notebook. Unfortunately, Alagner is VERY dead. The ritualistic
murderers have struck again!! Look into the crystal
ball and you will see the people that you have been
seeking: Abraham, Elizabeth, Hook, and the gargoyle
Forskis! Go get the Ethereal Ring.
Spektran
Spektran is the home to the Sultan
who also happens to own the Ethereal Ring that you need.
As you approach the Sultan's fortress, the door will
automatically open. The Sultan is a complete lunatic,
as you will see while talking to him. The room behind
the throne is where you will have to enter to get a
key. This room also has a Stone Harpy that is extremely
difficult to kill with normal weapons. Use your glass
sword on the monster and it will die quickly. (Hopefully
you still have one on you!) You will have to stack some
crates to reach the area where the ring is. Once you
have it, head to Moonglow and have Penumbra enchant
the ring.
Dungeon Deceit
Once you leave Moonglow you must go to
the Dungeon Deceit. It is located on Dagger Isle. To
get there, use the map above to find your way. Deceit
is located on the southern part of the mountain chain.
One of your party members will mention that this is
Dungeon Deceit. Make sure that you are stocked up on
regents and ensure that you have the Unlock Magic
spell in your spellbook. If you don't, go get it because
you won't make it past the first door. Follow the hallways
and seek out the false walls. Normally they will be
found in the dark areas. Don't be alarmed if you come
across a Cyclops, he is willing to talk to you about
various things. Talk to him if you want. Before arriving
at the generator, it would be best if you dropped off
you party members. Tell them to leave and they will
ask if you want them to stay or leave. Tell them to
wait. SAVE YOUR GAME!! Inside the generator you are going
to encounter a really tough individual. Use the glass
sword on it and it shouldn't be to difficult to win
the battle. (Hopefully you have saved some glass swords
for this skirmish. If not, it's not the end of the world.
It will be tougher, that's all. Just corner it and use
ALOT of healing potions and protection potions. Be sure
to use a magic weapon as normal weapons will not work.
Once you have defeated it, click on the box in the middle
of the room and the generator will collapse. Take the
small tetrahedron sitting on the ground, leave the room,
ask your party members to re-join and get yourself to
Yew and talk to Nicodemus. Have him enchant the hourglass
which you will need for the next part of your quest
in Dungeon Despise.
Dungeon Despise
Dungeon Despise is located in Serpent
Spine. There are two entrances to this dungeon.
There is one located to the northeast and the one where
you found the flying carpet. Use this one unless to
want to gain some experience. Get around the teleporters
and work your way through the tunnels east of the entrance.
The tunnels will wind their way to SW side of the lake
and you will find the Spherical Generator. Inside you
will come across a moongate puzzle. The correct sequence
to the puzzle is RED, BLUE, BLUE,
RED. Get the sphere and leave. Just one more
generator to go! Onward to Meditation Retreat.
Meditation Retreat
(Part I)
Meditation Retreat. The "get away from
it all" spa for Fellowship members. Maybe a better name
is, "Club Murder"! If you went here before going to
Empath Abbey, then go back to the cave. Okay, I am sure
that you know by now that the Fellowship is nothing
more than a duping/killing organization for the Guardian!
Be prepared to do battle with a few individuals as you
work your way in the cave towards to the generator.
You will notice that you are unable to approach the
Cube generator unless you have some special protection.
Be sure to Mark this spot so as to beam back
to it later. Contact the Time Lord with the hourglass
and he will tell you to get some mineral known as Caddellite.
The ore is found on Ambrosia Island. It is hard to find
if you are looking for it on the map. It is hidden under
the compass rose on the top right of the map. If you
go to Minoc and then straight east, you will find the
island. Hurry! Time is ticking and the planets are aligning!
Ambrosia Island
There is a cave on the island and that
is where you will find the Caddellite. It is also protected
by some distant relatives of mine known as the Hydra.
This particular Hydra has 3 heads! Looks pretty nasty,
huh? I will let you in on a secret: Hydras' are total
wimps! It will fall pretty easily to your weapons. Just
get one piece of Caddellite for yourself, as you can't
take your party members with you to get the Cube in
Meditation Retreat. It's off to Minoc to see Zorn, the
blacksmith, to fashion a helmet made out of the mineral.
Meditation Retreat
(Part III)
Recall back to the Cube and while
wearing your new helmet, go inside to the generator.
There is a puzzle here that would take me days to explain.
It will be difficult but not impossible. The best thing
to do is save your game often and map out on paper the
correct path to follow. The difficulty with this puzzle
is the path that you must follow to trigger new walkways
with bridges. Look out for fireballs and fire-fields.
You will cover almost all of the walkways before you
are able to get to the center. When the Cube dissolves,
get the smaller cube and go to Buccaneers Den.
Buccaneers Den
Buccaneers Den is the island home to pirates.
It is also the home to the killer Hook and his cronies!
You will need to talk to everybody on the island and
get some questions answered. Problem is, everybody here
lies! Solution to the problem? Have in your possession
the little cube and the truth will be told. Talking
with Danag at the Fellowship Branch will reveal alot
about the character make-up of Abraham, Elizabeth, Hook
and the Fellowship itself.Go to the House of Games and
speak to Sintag. you will get the key to open Hook's
room. The door in the back of the House of Games will
lead you into the mountain and to Hook's hideout. In
his room there will be the navigational charts for the
ship, The Crown Jewel as well as a key to The Black
Gate. The key is extremely important to get past
the barriers you will encounter on the Isle of the Avatar.
There is also a scoll with a hit-list. As you will see,
the names of the murdered victims are being crossed
of as they occur. You and Lord British still remain!
There are some torture chambers and some prisoners.
If memory serves me right, you will find the false Avatar
here as well. It's off to the Isle of the Avatar to
find the murdering fiends and stop them from killing
Lord British!
Isle of the Avatar
Important note here: be sure that you
are at 8th Level of power. There are some really important
spells that you need to cast for this upcoming battle!
If you are not, do some adventuring and get to 8th level.
The Black Gate key will allow access past the barrier
on the south side of the island and entrance into the
dungeon. As always, SAVE YOUR GAME, often in this place.
It will be long, difficult, and confusing. Here are
some tips to keep in mind:
---Although it is not necessary to kill
the Dragon found here, there are some cool items of
treasure to be found. (Like a glass sword, that will
be handy!) ---The Chair of Change will teleport you
to one of three places inside the dungeon when you sit
in it. Upon entry to each location, thoroughly explore
all of the walls for secret doors and passages. ---The
Throne of Virtue will cause the Chair of Change to teleport
you to the fourth area, which will be necessary to to
gain access to the Black Gate. ---Inside the Fellowship
Hall manipulate the fellowship medallion. ---Be careful
of the Paladin guarding one of the last doors as he
extremely tough to fight. Use a glass sword to take
him out. ---Inside the mages room there is a fully-loaded
spellbook. Take it! ---If you are having difficulty
locating the Black Gate room, try checking to see if
you have every key and poke about on every wall. There
are a multitude of illusionary walls. The Black
Gate You have found the Black Gate room. Now
is NOT the time to breathe easy, Avatar! In the room
you have found the murdering bunch of Fellowship members
as well as the leader of them all; the fat, bloated
toad known as Batlin the Sage. (What a disgrace to the
title!) There is going to be some arguing going on here
amongst themselves. To win this battle, simply use the
spell Death Vortex on YOURSELF You will
totally destroy everybody (with the exception of the
maggot Batlin). You are now left with a choice to make.
Do you abandon all of your friends to certain death
to the hands of the Guardian by going home or do you
use Rudyom's Wand to destroy the Black Gate and
keep the Guardian from entering Britannia? (Please tell
me that you still have the wand!) Once you have shot
the wand into the Black Gate, the computer will take
over and show the ending. The animation is awesome!
Congratulations, Avatar, you have once again saved Britannia!
Go spend some quality relaxing time at Lord British's
castle.
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