Ultima VII: The Black Gate Walkthrough
By Courtney McMillan
General Tips:
You can only kill townspeople when they attack you.
If the body in Minoc (see the walkthrough) is not appearing, return
to a previous save, and WALK to Minoc.
If you have the Forge of Virtue, solve it first. It will make the
game a lot easier.
To get rich quick, go to Buccaneer's Den as soon as you can, and
party in the House of Games. Just do the number wheel, and pause
as the numbers turn, and move your money accordingly. You will be
very rich, very fast.
Walkthrough
Trinsic - You will be joined by Iolo, and then approached
by Mayor Finnigan. Agree to investigate the murders and report back
to him. Go into the stables and look at the body on the floor (Christopher).
Get the key that is by the body, and the bag of gold and jewelry
in the NW room of the stables. Talk to Petre about the murders.
Now go and talk to Mayor Finnigan about the key you found, and
he will tell you to talk to Spark (Christopher's son). Go to the
healer's (112S, 2E) and talk to Gilberto (a guard). Find out about
the attack on him and the Crown Jewel. Talk to Johnson (the other
guard) and discover more about the incident against Gilberto. Gilberto
will tell you to talk to Gargan, the shipwright, about the Crown
Jewel.
Go to Gargan and ask him about the Crown Jewel and discover that
it sailed for Britain, but he doesn't know who was on it.
Now go to Spark's house (100S, 4E), and talk to Spark. Ask Spark
about his nightmare, and he will tell you about the man with a hook
for a hand and a wingless gargoyle (very important). Allow him to
join the party (he will be tough later). Use the key from the body
in the stable to open the chest in Spark's house, and get the Fellowship
Medallion and the gold. You can use the hammer on the parrot to
find out a secret treasure location (169S, 28E - just west of Serpent
Hold).
Now go to the Fellowship Hall (108S, 10E) and talk to Klog. Do
not wear the amulet you found at Spark's house. Klog will tell you
he got into an argument with Christopher and that Christopher verbally
assaulted Klog and his friends, Abraham and Elizabeth. Do not join
the fellowship at this time. Now go and talk to Gargan again, and
he will tell you about the man with the hook and a wingless gargoyle
that he saw after sundown.
Now that you have all this information, go to Mayor Finnigan and
report all you have discovered. Answer all the latitude and longitude
questions and get the password to leave Trinsic.
Before you leave Trinsic, go to the armorer's and get some swamp
boots, you will need them to get to Paws. Also, stock up on mutton
at the The Honorable Hound Inn, the price is good, and mutton is
the most filling food in the game.
When you leave Trinsic, walk north to go to Paws. The actors in
the shack serve no real purpose, but listen to them to gain some
insight into the Fellowship.
Extras: Go to the Armorer's and move the wooden shield in the main
room and flip the lever you find there. Now you can get into the
backroom of the shop and get some weapons and armor.
Paws - When you arrive in Paws head straight for the butcher's
shop (69S, 0E)(run by Morfin). Talk to Morfin and find out about
the theft of his Silver Serpent Venom. Agree to help him find the
thief. While in the butcher shop, move the bucket of blood on the
west wall and pick up the key you find on the floor. This key will
open the chest in Morfin's house. Now go to Morfin's house (which
is just north of the Antiquities shop). Use the key from the butcher
shop to open the chest and get the key you find in the chest. Take
this key back to the butcher shop and use it to open the door to
the north. Now use the key you found under the bucket of blood to
open the chest in this room. When the chest is open, you will find
a ledger inside. Use the ledger to read it, and then go ask Morfin
about the ledger. He will say that he has sold the venom to people
besides the ones he originally told you, but that it is perfectly
legal for him to do this (blah, blah).
Now go to the Fellowship Shelter (58S, 8W) and talk to the people
you find there. Alina will tell you about her wrongly accused fruit
stealing husband Weston (who you will save in Britain). You will
also talk to the lovely folks who run the shelter: Brita and Feridwyn.
Brita is a shallow cretin who will tell you all sorts of gossip
about the folks in town, and her husband, Feridwyn, is little better,
although his info is a little more helpful for the small quests
around town. You may meet their progeny, Garrit, who is a prince
of a child. Just talk to him, and don't worry about what he spouts
out. These people will tell you to talk to Camille and Tobias.
Go to Camille's house (53S, 8W) and talk to her and her surly son
Tobias.
Now go to the shelter again, and Feridwyn will approach you and
say that he saw Tobias with the venom and you should do something.
Go to Camille's house again and she will approach you and say that
Tobias is falsely accused, and tells you to go talk to Morfin. Go
talk to Morfin at the butcher's.
Morfin will say that he doesn't think Tobias did it because he
doesn't show signs of its use. Morfin says that Garrit has been
acting odd, and dropped a key outside the shop. He will then give
you the key (it is bright green if you check in your backpack, you
cannot miss it).
Now return to the shelter and use the green key on the chest with
the musical pipes in front of it. If you look in the bag in the
chest you will find the snake venom vial. Take the vial and go find
Garrit and confront him about it. He will admit to taking it and
planting it on Tobias, and he will beg you not to tell his parents.
Do so immediately. When you tell Feridwyn, he will bust Garrit,
but still blame Tobias. Now go and talk to Camille, and tell her
the good news, she will be happy. Talk to Tobias and notice the
change in his attitude.
Now return to Morfin and give the vial back. Task done.
SIDE PLOT: Now go to the Miller's and talk to Thurston. Get him
to tell you he is hot for Polly (who runs the inn). Now go to The
Salty Dog and tell Polly what Thurston said. She will say she likes
him too. Now go and tell Thurston what Polly said and he will start
a courtin'. Task done.
SIDE PLOT: You can also ask Camile about wheat, and deliver it
to Thurston for some money. Task done.
Go and buy the hourglass from Beverlea and keep a hold of it. Go
to Britain.
Britain - Go and talk to Lord British. Talk about your friends
and then Trinsic and tell him you learned something. He will tell
you to see Clint (the shipwright) about the Crown Jewel, and Mayor
Patterson about the murder. At this time you should also get the
Orb of the Moons from him and learn about your stuff in the storeroom.
Now go to Lord British's study, open the drawer of his nightstand
and get the key you find there. Now flip the lever in the corner
of his bedroom and make your way to the stairs and go up to the
second floor. Walk to the NW corner of the castle and go in the
storeroom and get your goodies.
Now go and talk to Clint, who will tell you that the Crown Jewel
hasn't been in Britain for a long time.
When you talk to Mayor Patterson, he will tell you that there was
an identical murder a very long time ago, and that the victim was
Finster. Finster was running for political office and wanted to
disband the Fellowship, and so had a lot of enemies.
Now go talk to Batlin and join the fellowship. He will send you
to Minoc with a sealed package (you can open it, it doesn't matter)
to deliver to the Fellowship office there.
Now go to the Avatar museum and steal the Virtue Stones (it won't
hurt your virtue) so that you will have them to cast Recall
spells (do this by setting the stone on the ground, cast Mark
on it, and pick it up. When you cast Recall on the stone,
and you will return there).
Now go to 2N, 48E and double click on the green fish by the cattails.
Get the key inside and use this key to open Mack's Shed (22S, 26E)
and get the Hoe of Destruction.
If you go to Selwyn's Tower (6N, 51W), walk to the North side of
the tower and cast Telekinesis on the lever you will see.
Go in and loot.
Now go to Cove.
Cove - Talk to Rudyom, and he will tell you about his black
rock experiments. Take the Transmutation Wand and the 4 blackrock
pieces.
SIDE PLOT: Lord Heather is here if you need to get the bill from
Miranda signed (about cleaning up Lock Lake). Janna is here, and
will join you (free healing, but it's pretty occasional).
SIDE PLOT: If you want, talk to Natassia and say you will help
her. She will say her dad was killed near Yew. (You will solve this
in good time.)
Now WALK to Minoc.
Minoc - It is best to walk to Minoc, if you cannot find
the body that has been murdered, go to a previous save game and
walk to Minoc, it should clear up the problem.
When you get to Minoc, walk to the sawmill (63N, 73E) in the SE
part of town. When you enter, there will be 2 hacked up bodies (just
like Trinsic). Get the serpentine dagger and the Fellowship candelabra.
Talk to Mayor Burnside about the dagger and find out who the victims
are (Frederico and Tania who are gypsies). Now go to the gypsy camp
(61N, 85E) and talk to Sasha. He says his parents were mad that
he joined the Fellowship. Jergi will tell you the gypsies aren't
welcome all over the place.
Now get Margareta to tell your fortune. She is a font of information
but will charge you 20 coins, but it is worth it (and necessary).
She tells you to find the Time Lord, but he is in trouble, so go
talk to the wisps about it (in the Yew forests). She also tells
you to talk to the Monks at Empath Abbey.
Now talk to Xantha at the artists' guild about the candelabra and
she will tell you to chat with Elynor about it. Before you rap with
Elynor, talk to Jakher at the training hall and find out about Frederico
tossing a rock through the Fellowship Hall window (sounds suspicious
huh). Now give the box to Elynor. The scroll inside talks about
Christopher building something. Ask Elynor about the candelabra
and listen to her story.
Owen, the shipwright, says he saw a guy with a hook creeping around
town last night, and that the Crown Jewel was in town the night
of the murders (aha). Rutherford, at the bar, knows Hook is a pirate,
and knows some interesting tidbits about the Crown Jewel. He also
says the murders look like Hook's style (the plot thickens).
SIDE PLOT: You can also put Owen out of business by proving he
builds unsafe ships (you get experience for this).
Now go to Paws (Elynor did say that was where they were headed).
Paws - Go and buy the hourglass from Beverlea and keep a
hold of it. Now go to Jhelom. If you do not have money for a boat
go and get the magic carpet at the entrance of Despise (9N, 30W).
Hug the mountains and you will see the carpet on the ground. Take
it and head for Jhelom. (Side note: Never fly over the Isle of the
Avatar with the Magic Carpet.)
Jhelom - When you talk to Mayor Joseph, he says that Elizabeth
and Abraham have set sail for Britain. Take the serpentine dagger
to the Library of Scars (137S, 45W) and show it to De Snel. He will
say that Serpentine weapons are from the Library of Scars, say it
was stolen and attack you. Take him out (it is ok to attack folks
if they jump you first).
SIDE PLOT: You can go to Sprellic's house (142S, 68W) and talk
to him about the trouble he is in for taking the banner from the
Library of Scars. You can have another made by talking to Klifton,
the armorer, and have him sew another, or you can fight the duel
for Sprellic by being his champion and beating up Vokes and Timmons.
Either way, you win.
Dupre is at the Bunk and Stool (146S,, 64W). Go and get him and
go to De Snel's house (133S, 45W), and get the key there. Use the
key to open the locked room in the Library of Scars.
Britain second time - Go and talk to Batlin, and he will
say that Elizabeth and Abraham have gone to Vesper. Batlin will
send you to the dungeon Destard to reclaim some Fellowship money
that were stored there. He tells you that you need to bring back
the chest and the money. On to Destard.
Destard - As you enter, the first chest you see should be
the Fellowship chest. When you open it, it will be empty. You will
leave with nothing and like it.
SIDE PLOT: At the northern entrance, you might see Cosmo, whom
Ophelia sent to Destard to get rid of.
At the southern entrance of Destard, if you are lucky, you will
find Lasher, a unicorn. This is the only unicorn you will find to
complete the Ophelia/Cosmo quest. It will not matter though because
Ophelia doesn't love Cosmo, and just sent him for the unicorn to
ditch him. Sad, sad story.
Go back to Batlin in Britain.
Britain third time - Batlin will ask what happened to the
funds. Tell him your story, and that Destard has a bunch of monsters
in it. He will let you join if you come back at 9 at night for the
next meeting. Your friends will try to get you to not join, but
don't listen. Go to the meeting, answer the copy protection questions,
and get your complementary Fellowship medallion. You are in the
club!
Go to Vesper.
Vesper - When you arrive, talk to Mayor Auston, and learn
that Elizabeth and Abraham tried to set up a Fellowship branch,
and have set sail for Moonglow. He will also say that they were
at the Britannian Mining Company for awhile. Don't worry about it
right now, the plot will thicken.
SIDE PLOT: If you go into the Gilded Lizard and talk to Yongi,
he will tell you how Blorn hates gargoyles. Blorn will ask you to
go on a mission for him (it is pretty un-avatar like, but say you
will do it. You are supposed to go and rough up a gargoyle, named
Lap-Lem, for this bigot.) Lap-Lem will tell you that Blorn attacked
him and stole his amulet. Go get the amulet from that schlep Blorn
and take it to Lap-Lem.
NOTE: Be careful who you tell that you are the Avatar, some will
try to beat you up for it.
Moonglow - This is a big town with lots of stuff to do that
will encompass many trips. Here are the essentials of the first
trip.
When you talk to Rankin at the Fellowship hall, he will say that
Elizabeth and Abraham have left for Terfin.
While you are here, go ahead and deal with Penumbra. Go to her
house (25S, 179E), and get in. To do this, you will have to read
the plaque and put an item next to the plaque. Here are the clues,
the items, and where you can find them:
1. Hammer here to enter: put a hammer down : Morz's house (53S,
177E)
2. Pick item carefully to keep going: put down a lockpick : Balayna's
house (37S, 189E)
3. A glowing ring of truth lies before thee: put down a gold ring
: The Lycaeum (42S, 180E)
4. Grasp not at threads: put down a spool of thread : Carlyn's store
(37S, 175E)
5. The royal mint shall not hold thee back: put down a gold coin
or nugget : Fellowship Hall (37S, 184E)
Now the door is open, and you may enter. Cast awaken on Penumbra,
or use a potion, and wake her up. She will say she cannot help you
until you shield her room with blackrock. Guess what? You should
have 4 pieces of blackrock from Cove, and you may now place them
on the pedastals in her room. She will now tell you that you need
to get the Ethereal Ring. Cast the Mark spell here (you will
have to come back when you get the ring later).
Go to Terfin.
Terfin - Go to the Fellowship Hall and talk to Quan. He
says that Elizabath and Abraham have left for the Fellowship Meditation
Retreat (its right by Serpent's Hold).
Talk to Draxinusom at his house (167S, 114E) or at the Tavern (179S,
120E). He is usually at his house. He says that Teregus raised Inamo
(remember the dead Gargoyle?), and will say you should tell Teregus.
Do so at the Hall of Knowledge (165S, 118E). He is bummed but asks
to hear if you find any more out.
SIDE PLOT: Teregus will also tell you that someone is trying to
destroy the altars of Control, Passion, and Diligence. He wants
you to solve a mystery. Talk to Betra (181S, 117E) and learn that
he and Sarpling have access to the kinds of stuff needed to do this
deed. In Sarpling's shop (174S, 125E) you will find a powder keg
and a scroll. Read the scroll and ask Sarpling about it. Sarpling
will spill his guts to you. Now take the scroll to Teregus and he
will tell you to go to Runeb. Do it, but get ready because Runeb
will attack you. Take him out. Task done.
Go to Serpent's Hold.
Serpent's Hold - Serpent's Hold is a lot of fluff, but here
is the scoop:
SIDE PLOT: Go to the kitchen and double-click on the fish until
you find the one with a key in it, and take the key to the cave
at 176S, 35E. Use the key to open that chest and get the key to
Richter's weapons closet.
SIDE PLOT: Save Lady Tory's kid by going to the Shrine of Honor,
killing the harpies (no problem at this stage of the game) and get
the kid. If you return him, Lady Tory will be happy.
Go to Fellowship Island.
Fellowship Meditation Retreat - Ian will tell you that Elizabeth
and Abraham have gone to Buccaneer's Den, and he will give you the
key to the gate (this will only happen if you joined the Fellowship.
If you didn't, you are in trouble). Do not worry about the off-limit
caves right now, you must find the Time Lord (almost the rest of
the game leads to this moment, so hang in there). Take yourself
to Empath Abbey in Yew.
Yew: Go directly to Empath Abbbey (78N, 59W) and talk to Taylor.
He will tell you about the Emps and how they can talk to the Wisps.
But you are going to need a pot of honey, which you can get from
the Bee Caves (57N, 54W), or from the Pirate Camp that is by Despise
(20N, 6E). I think the pirates are easier, and you get to kill them
if they are there. Taylor will give you a smoke bomb to deal with
the bees if you decide to take that path to get the honey.
Now go to the forest and talk to the Emps (55N, 9E). Offer the
honey and they will think you are swell. Tell Trellek you want to
talk to Wisps, and tell him to join you and find one. He says he
needs permission from Saralek, his wife. When you talk to Saralek,
she will say you need to talk to Salamon. Salamon says it is OK
if you get a contract signed by the logger, Ben, to stop cutting
down Silverleaf trees.
SIDE PLOT: If you talked to Nastassia in Cove, Trellek will tell
you about her dad, and you can return to Cove later and win her
heart.
If you want, go to the High Court (82N, 51W) and read the Book
of Records. It will tell you how Hook, Forskis, Sullivan, and Kreg
are wanted felons. Now go and talk to Kreg in Empath Abbey and he
will attack you. Take him out.
NOTE: If you get tossed in jail, get 40 gold off the dead body,
and bribe Goth with 20 gold. Goth will give you the key to the cell.
Yew again - Go back to Yew and talk to Ben the Logger (43N,
47W), and he will happily sign the contract for you.
Take the contract back to Salamon and she will grant her permission.
When you talk to Saralek, she will say she lied, and want to know
what you want with Trellek. After a lot of jawing, she will tell
you that Trellek might be able to make a whistle to call the Wisps.
Trellek does it.
Now take the whistle to the abandoned house (46N, 12W) and blow
the whistle. The Wisp will show up and tell you the Time Lord wants
to talk to you. If you want more info, he says you will have to
get Alagner's notebook in New Magincia.
Go to New Magincia.
New Magincia - Go to Alagner (78S, 129E), and he will say
he will give you the notebook, but you must give him the answers
to the question of life and death.
Katrina is here and will join you (up to you).
Go to Skara Brae and the Tortured One.
Skara Brae - when you get to the docks, cast Seance
to talk to the ferryman. If you pay him 2 gold he will take you
across the Misty Channel.
Once you are there, talk to Caine, the Alchemist and the Tortured
One. He will tell you about Mordra and her plan to kill the Liche,
Horace. Mordra devised a potion, and gave it to Mayor Forsythe who
gave it to Caine. Caine's shop blew up. Caine also tells you about
Trent and the cage he is building to hold the Liche while the potion
is dumped on it.
Now go to Mordra's shop (48S, 62W) and talk to her and pay attention
to her. Get a potion of curing, a potion of invisibility, Mandrake
Essence (the glowing potion), and an empty vial.
Now go and talk to Trent the Blacksmith (45S, 67W). Listen to his
tale of woe, and get the music box and take it to the Dark Tower(27S,
76W). Use the music box near Rowena (Trent's wife), talk to her
and get the ring from her. Return the ring to Trent and he will
agree to build the cage, but will need an iron rod.
Go to the Cemetery (50S, 60W) and grab an iron rod and take it
to Trent. He will build the cage. Take the cage to the Alchemist
Shop (37S, 63W) and put the 3 potions in the machine, and put the
empty vial on the other side and light the burner. If all went well,
you will have a new potion (sparkling blue) in the vial. Gather
up the blue potion you made and the cage and head for the Dark Tower.
When you get to the Dark Tower (27S, 76W), go to the back of the
tower by going through the fake wall by the stairs, and use the
cage on the Well of Souls. Now go to the Throne Room and hang out
until midnight and Horace the Liche lays down. When Horace lies
down, put the cage over him and use the potion on him. The liche
is dead, and you must return Rowena to Trent. Horace will tell you
that you need a sacrifice to destroy the well of souls.
Now you must talk to Mayor Forsythe and he will say if no one else
will sacrifice themselves, he will do it. Now you have to talk to
EVERY person in town, including ones you have already talked to
(Caine will give the answer you are seeking now. Caine says there
are no answers, only questions), and go back to Forsythe. He will
now sacrifice himself. Take him to the Well of Souls and make him
do the deed.
DO NOT LEAVE SKARA BRAE WITHOUT CAINE TELLING YOU THE ANSWER TO
LIFE AND DEATH (THERE ARE NO ANSWERS, ONLY QUESTIONS).
Go back to New Magincia.
New Magincia again - Go back to Alagner (78S, 129E), and
tell him that there are no answers, only questions and he will give
you the key to his storeroom. Go to the storeroom (85S, 126E).
Open the storeroom's doors and go to the one on the left. It will
teleport you near the right door. Now unlock the door in front of
you and enter the room. Flip the switch on the upper left and pick
the lock to the door in the hallway. Now go inside and flip the
southern switch and get the magic bow (if you want), and flip the
northern switch. Step on the teleporter in the newly opened room,
and you will be teleported to the Left side of the storeroom. Walk
near the door, and you will be teleported to the right side of the
storeroom. Walk around the wall and step on the right teleporter,
and you will be teleported to the left side. Flip the switch on
the wall and step on the teleporter to the left. Get back to the
center teleporter, walk around it, and walk north through the illusionary
wall. Now, take the chairs off the table, put a crate down to climb
on the table, and get up on the table. Once you are on the table,
create a staircase of crates that is 3 steps high. Climb the steps
and unlock the door. Get Alagner's notebook and read it. It tells
you the Fellowship is a bad thing (surprise, surprise!).
Back to the Wisp: Go to the forest and give the notebook to a wisp
(46N, 12W). The wisp will tell you to use the moonstone NW of yourself
to find the Time Lord. This means placing the Orb of the Moons to
the NW of you (diagonally) and using it. Go through the gate that
appears and see the Time Lord. He says you will need the Ethereal
Ring to accomplish some generator destruction. Lets get it at Spektran.
Spektran - Go to the Sultan Martingo's palace and kill his
stone harpy to get the key to his vault. The harpy is easily killed
by using a glass sword (the guardian's X in the desert (48N, 137E)
has 2), or the Blackrock Sword (if you did the Forge of Virtue first),
or use some invisibility rings (Selwyn's Tower). Kill the harpy,
take the ring from it, and open the sultan's vault and get the Ethereal
Ring.
Go to Moonglow.
Moonglow Again: Take the Ethereal ring to Penumbra and she
will enchant it. Go to Dungeon Deceit.
Deceit - (3N, 177E) To get to the Tetrahedron Generator,
try to walk into the dark areas of the walls and you will get there.
When you get to the generator, leave all your party members behind,
put the Ethereal ring ON YOUR FINGER, and arm yourself with a glass
sword or magic weapon, and save your game. Fight the Ethereal monster
(this guy is tough, so get ready), and then click on the box in
the middle of the room and the generator will go down. If all went
well, there will be a miniature Tetrahedron on the ground. GET IT,
DO NOT FORGET TO PICK THIS UP.
Go to Yew.
Yew Again: Take the hourglass you bought from Beverlea in
Paws (63S, 3E) to Nicodemus (67N, 54W), his house has the big chessboard
by it, and get him to enchant the hourglass. Life is good, off to
the Lake entrance of Despise.
Despise - Go to the entrance by the lake (9N, 30W), by the
magic carpet, and cast a recall by the magic carpet. Now enter the
dungeon and wander toward the Southwest until you are confronted
with the Spherical Generator. There will be a moongate puzzle, and
the answer is: RED, BLUE, BLUE, RED. Shatter the prism inside, and
pick up the little sphere and get out of here. Recall is
a good way to leave, walking is ok, but not fun.
Got to the Fellowship Meditation Retreat (by Serpent's Hold) for
the last generator.
Fellowship Meditation Retreat - Go to the cave that is off
limits, and enter it. The cube generator is here, but when you approach
it, you will not be able to get in. Cast a Mark spell so
you can get back here the easy way. Use the hourglass to contact
the Time Lord. He says you need Caddellite to get in to the Cube
Generator. Lets go get it at Ambrosia.
Ambrosia - Go to the Island of Ambrosia. It is located in
the NE sea of Britannia (if you have the map that came with the
game, it is under the compass on the map). Once you find the island,
go to the cave (94N, 187E), and go through the tunnels until you
reach the Hydra's cage. Open the secret door on the North side of
the cage and enter. Kill the Hydra (it's a wimp). Now grab one chunk
of Caddellite for each party member. You are done.
There is a house on Ambrosia, and YOU WILL NOT GET INTO IT, EVER!!!
You can wait around for the magic fields to subside (they will,
but it takes a long time) and then you will be able to cast some
spells to get rid of some of the magic fields blocking your way
to the other cave. It is not worth it, but just in case.... You
know.
Go to Minoc.
Minoc again: Get Zorn the blacksmith to make the Caddellite
helmets for you. Now put them on.
Go to the Fellowship Meditation Retreat.
Fellowship Meditation Retreat - When you get here, use the
Recall spell and head for the Cube generator. If you have
your Caddellite helmet on, you will be able to get in there. When
you get to the center of the puzzle, shatter the prism, and pick
up the little cube (you will need it to make people tell you the
truth). The Time Lord will tell you that things are afoot and head
to Buccaneer's Den.
Go to Buccaneer's Den.
Buccaneer's Den - Talk to Danag at the Fellowship Hall (81S,
53E) with the cube in your hand. Danag says all sorts of interesting
info, but the important part is that Elizabeth and Abraham are on
Avatar Isle, and Hook has a key for a special barrier on the Isle,
and the key is hidden in his house. You can get to the catacombs
one of two ways:
1. Go to the hidden door in the Fellowship Hall and flip the lever
there using Telekinesis, or
2. You can ask Sintag, at the House of Games (84S, 64E), for the
key to the catacombs, and he will give it to you. Use this key on
the door in the House of Games and go forth to get stuff.
Once you are in the catacombs, go to Hook's room (it's obvious),
and take the LARGE key and read the 2 scrolls. One talks of the
Crown Jewel and its trek to the Isle of the Avatar, and the other
is an assassination list that you are on.
Go to the Isle of the Avatar.
Isle of the Avatar - Once you get here, go to the entrance
(165S, 170E). Use Hook's key on the double doors. Now that you are
in the Throne Room, go to the upper left corner and walk through
the illusionary wall there. Now flip the switch and the doors of
the Throne Room will open.
Now head through the opened doorway, and you will come to a jail.
Enter and kill the opponents there, and go to the room with the
levers. The left and right levers select a cell door to open, and
the center on open the selected door. Open the door to the far left
cell (the one with the dead body in it and a barrel). Enter the
cell and get the key from the woman's body, get the food out of
the barrel and move the barrel and flip the switch there to open
a secret pathway back to the main hall. If you cannot get the door
to the lever room to open, and you are locked in the jail room,
it is possible that you flew over the Isle of the Avatar on the
magic carpet. If you did, and the guardian laughed, then you will
have to go to a previous savegame BEFORE the guardian laughed. If
you do not have one, then you will need to contact Origin Tech Support.
Use the key from the dead body to open the door in the main hallway.
You will come to a lever puzzle. This is weird and hard to explain,
but here is the sequence: 5,4,6,7,8. This should get you through
the puzzle. Once out, go into the Northern room with all the fellowship
members, flip the switch, and head East.
On the way around the river, flip the switch near the fire trap.
Go into the teleporter room, flip the switch, and go into the Fellowship
Hall. Kill everyone, and move the Fellowship medallion to open the
doors. Now you will come upon a room with a knight statue in it.
Follow the invisible pathway to the North until you come into another
room. Go to the Eastern wall and enter the Illusionary wall. Enter
the invisible pathway you find, go in it. Follow this path, and
you will know you are on the right path if you can pick up a candle.
When you come into a new room, step on the right teleporter. Go
through the hallway, and the illusionary wall, and you will see
the Throne of Changes.
Now, set down an item by the throne (something you will not need
because you will not get it back. Remember what you put here, so
you can tell the difference between all the Thrones you are about
to sit on. Everytime you sit on a throne, it teleports you to an
identical but different throne). Sit on The Throne of Changes. Now
get up and go through the illusionary wall to the South, and get
the key out of the backpack. Go back to the Throne of Many Changes
and sit on it. Now go through the illusionary wall to the NE, and
sit on the throne you find there. This is the Throne of Virtue (it
does not teleport you). Now get up and go back to the Throne of
Many Changes again (you are now being teleported). Now go through
the illusionary wall to the NW, save your game and step on the teleporter.
Now you are in the Black Gate room with Hook, Batlin, Forskis,
Elizabeth, and Abraham. Attack them and kill who you can. Batlin
will bail out after you kill Hook. Once death has been dealt, put
the Tetrahedron, the Sphere, and the Cube on the pedestals. The
light beams will be disrupted. Now use Rudyom's Wand to destroy
the Black Gate. YOU WIN. TASK DONE.