Ultima 7 Part 1: The Black Gate walkthrough
- Ultima 7 Part 1: The Black Gate
- walkthrough
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 pedestals 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. Every time 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.
Ultima VII
FORGE OF VIRTUE
A Guide to the
ISLE OF FIRE
Greetings, gentle scholar. I have yet to believe my
senses fully, for it seems but yesterday that I was within the
Lycaeum walls investigating the rumors of this strange and
wondrous isle. And now I sit here in my new home,
surrounded by history itself.
Indeed, consider what significant history it is! The
very isle from which the fearsome Exodus began its assault
upon Britannia. The very isle that later housed the Three
Principle Shrines of Virtue. The very isle that sank beneath
the waves several centuries ago....
It is upon that island, the Isle of Fire, that I compose
this document. Here, at the very floor of the sea, encased in a
time-tested breathing enchantment of a mage I never met, I
am privy to all that was spawned by the Age of Darkness. I
write this now as completely as I am able, for I know full well
that, following much more exploration, I will be too
engrossed in the many archaic splendors to keep detailed
records. Read on, fellow student of life, and be amazed.
HISTORY OF THE ISLE OF FIRE
My readers will forgive the sparse and vague details of my
retelling, for all this is simply memories gleaned from weeks,
nay months, spent buried in the depths of the Lycaeum:
Shortly after Exodus' fall at the hands of the Stranger (who
would later become known as the Avatar), Lord British
created the eight Shrines of the Virtues. In addition, he
established three shrines dedicated to the Principles of Truth,
Love, and Courage, which he had placed on Exodus' home
island, known is the Isle of Fire. While all of these shrines
were crafted to benefit every citizen of Britannia, Lord
British's primary concern was to locate a protector, an Avatar,
to assist Britannia in times of need. indeed. Lord British was
planning the successor to the Age of Darkness - the Age of
Enlightenment.
In this dawn of the new era, Lord British begin his
plans not only to locate the Avatar, but to ensure his agent
could protect the Virtues as well is exemplify them. Thus, he
chose to guard the three Shrines of the Principles with
creatures and traps, for only the Avatar should be able to
benefit directly from their powers. Commissioning a slew of
mages and engineers, Lord British oversaw the
implementation of these foils, along with the constriction of
the actual Shrines. In addition, he instilled within the
Shrines the ability to adapt to the dynamic nature of the
environment, thus insuring the tests would survive the trials
of time. Many months later, the island was ready. The call
for the Avatar Was sent out.
However, while the search was still in its infancy,
the island disappeared. Well, sank really, but for reasons that
are Still mysterious. (Actually, I suspect there is a correlation
between this event and the Gargoyle's use of Exodus as a
physical manifestation for Diligence.) When word of the
island's misfortune reached Lord British, he thought both the
isle and the Shrines lost forever.
That is all I know, save for the location of the island.
However, lest thou consider the legends false, consider first
that thou art reading a document written from within the
walls of the ancient Castle of' Fire!
Traveler's Guide
At the moment, there is little hope of another ever
laying eyes upon this watery land. Although one could
survive here, thanks to the envelope of air that Astelleron
created to permit breathing, it is doubtful someone else could
travel here Without possessing my vast knowledge in
summoning and controlling giant sea creatures. Doubtful
that is, until I find the way to make this island rise again.
When it is in its proper place, atop the Sea, then wilt thou
share mine opportunity.
Calling the Isle of Fire an island is a partial
misnomer, for, thou dost see, there are actually three such
islands. The main land, upon which sits the Castle of Fire, is
by far the largest of the three. The castle is surrounded by
mountains that contain several tunnels. judging by what I
have seen, these dungeons were excavated to hold the various
tests designed to challenge the Avatar, for all three of them
can be reached from within the castle walls. In addition to
these entrances, the castle houses the Shrine of the Principles,
in which can be found the actual three Shrines of Truth,
Love, and Courage.
The Smallest island holds nothing of interest, but the
middle seems to possess as much of historical importance as
its larger sister. The eastern side is almost devoid of plant
life, and the sand and rocks indicate this was once a small
quarry. Perhaps this is where Astelleron fabricated the
legendary stone guardians of the Shrines. Nearby his shack,
also preserved by the air bubble. My exploration has been
cursory thus far, but the books I saw in the house indicate an
educated individual. More confirmation for my hypothesis?
There are two caves in the area, as well as a Moongate
leading to and from the main island. The east cave exits into
the open air, but this area is enchanted, and teleports me to a
tunnel leading to a secluded glade. I cannot yet place the
recollection, but I am sure the grouping of stones, with a tree
taking root in the center one, is familiar to me. Perhaps when
I have seen more detail I will record my observations, but for
now, this sums up my knowledge of the geographical aspects
of the island.
THE BESTIARY
There is little remarkably different about most of the animals
of the Isle of' Fire- I have seen the rodents and the deer and a
few members of the avian species. And, in fact, the castle
walls are scorched in places - the aftermath of a dragon's
assault upon the castle. The dragon has taken up residence
here in one the tunnels of the main cave. During her raid,
she stole from me the Ether Gem, a possession of reasonable
importance. As soon as I can find a way to retrieve it, her
head shall be mine.
However, I digress. By far the most intriguing
creatures I have come across are the stone golems. I had
heard nothing more than mere rumors prior to my arrival
here, but seeing the mobile masses of rock have convinced me
of their existence. Astelleron was quite a master, indeed, for
his workmanship is beautiful. I know nothing of their-
sentience, for they have never spoken to me. To be honest, I
am not even sure they are aware of my intrusion, for I have
yet to venture near one of the Shrines. I hope soon to journey
back to what I have assumed is Astelleron's hovel and learn
more about their creation, but that will come after my other
research. Regardless of how the golems were constructed, I
am confident more than an ordinary sword would be
necessary to Stop them.
HELPFUL OBSERVATIONS
I have had a bit more time to view the island now. There is
too much to see and record, but I will put down what I can
before something else reclaims my fancy. Having noticed
that the silent stone guardians had left the Shrine room
unattended after the dragon's attack, I decided to inspect the
three statues.
I first spoke with the haggard old man, presuming
he, or- rather it, would represent Truth. I was not
disappointed. I was, however, surprised, for upon initiating
conversation (after all, what else should one do with a Shrine
of the Principles?), I found myself magically teleported inside
one of the dungeons. I chose not to explore, for I hastily
remembered a tome to which I was in a hurry to get back.
However, I was reminded of an ancient piece of wisdom:
never trust the obvious; always took for that which is not
there. Afterwards I stepped back into a Moongate and
returned to the Shrine room.
I learned little from the Shrine of Love, so I set out
through one of the Moongates south of the Shrine room,
found behind a secret door. I arrived back on the smaller isle.
Entering the western cave, I passed by several barrels and
some supplies, obviously left over from Astelleron's days
there. Passing his shack, I noticed a golem Standing near the
quarry remains. He was staring at one of "his" fellows, who
had taken a very bad fall, it seemed. I stole by them and
entered the Other cave. Passing into a small outside opening,
I was teleported into the passage leading to the little glade I
had seen earlier.
As I spied the rocks and the tree again, I was able to
place both. The rocks ,were denoting the legendary Stone of
Castambre, and the tree was none other thin its
accompanying Tree of Life. Beyond a doubt this was one of
Astelleron's sources for powering his awesome golems. I
must locate his journals an to read more, but - if my memory
serves- the Tree of Life likely supplied not only the blood for
his magicks, but the "hearts" as well.
Later I investigated the other moongate within the
Castle of Fire. This one led to yet another labyrinth. I saw
more golems here than in either of the other two dungeons,
and remember seeing at least one man. However, he seemed
no more interested in me then I was in him, so we both
ignored each other. Peering around a corner, I caught sight
of a huge and magnificent dragon - doubtless the one I
encountered earlier. Behind her was a door. I cannot guess
what lay beyond, but her protective nature was probably
indicative if its importance. Though I am too busy to waste
time testing my idea, I expect the dragon would be quite
difficult to conquer.
Now, before I continue I must pause to jot down a
new idea. I believe this will permit me to lengthen the time
of most movement-based spells. All I need to do is increase
the proportion of spider silk in relation to the amount of blood
moss I have and...
I have discovered something of terrible interest. The
dark cylinder I found on the second floor is more magical
than I first detected. I have touched it, symbolically speaking,
for it lives. Well, not is a man or a plant, but as in
embodiment of powerful energy. I have not fully determined
this, but I suspect this is the remains of the infamous core of
Exodus. When I have completed my studies and returned to
the surface world, I must seek out the great lenses to the void
and view the Book of Infinite Wisdom. There I will be able
to confirm my suspicions.
... Another flash! Perhaps, were I to combine the lenses in an
alternate manner, I could amplify the effects and bring other
objects from the void into being. Then I could...
CONCLUSION
I expect that if thou art perusing these pages then I have
already bade the island arise. I hope my guides and warnings
are of use to thee. As I plan to be around for a long time, or
at least expect my enchantments to, I request that thou dost
locate my soon, for there is no doubt this journal will be
lacking. At such a time, I will do my best to break from my
studies and be civil enough to provide further assistance.
Until then, gentle reader, I wish thee good will and good luck
in finding and sharing this history with me.
Ultima VII
Forge of Virtue
Walkthrough
INTRODUCTION
You should see the screen shake upon running the game with
Forge of Virtue installed. A party member will interject that
Lord British may know the cause of the tremors. Solve the
Trinsic murder, if necessary. Travel to Britain and speak with
Lord British. He will tell you of the Isle of Fire, home of
Exodus, and that he erected three Shrines to the Principles
there, and that these shrines were only to be used by an
Avatar. Get the equipment Lord British has put aside for you,
if necessary. Lord British will also give you a ship, the
Golden Ankh, which is anchored in Vesper. Travel to Vesper.
Board the Golden Ankh and sail due south of Vesper until
you run into mountains. Follow the shoreline until you can
sail north between two peaks. You should come to a beach.
This is the only place on the Isle of Fire that you may
disembark. Do so, and go north into the ruined castle.
THE ISLE OF FIRE
Go into the northwest corner of the castle. There you should
meet Erethian, the blind mage. Talk to him. Nice guy, isn't
he? Read every book and scroll in Erethian's room to learn
about Exodus, the evil entity that once controlled this Isle,
and the Dark Core that was the source of his power. Pick up
the Scroll of Infinity (the scroll is a fun read if you are a
programmer). Go into the northeast corner of the castle and
examine the Dark Core ( a tall black cylinder). Examine the
mirror, and talk to the demon Arcadian who is trapped inside.
Agree to help Arcadian. Go into the north hall of the castle.
THE TEST OF TRUTH
Talk to the center statue (it should look like a wise old man).
Agree to take the statue's test. You will be teleported to a
small room with two plaques on the west wall. Go south
through the illusion wall. The passage will bend west and
come out into a large room with a dead body in the center. Do
not touch or walk over the body or you will be struck by
lightning from the four corners of the room. Go west out of
the room. In the hall you should find a hood on the floor.
Stand on the hood and walk north through the illusion wall.
The passage will bend east, then north and come out at a
small room. Flip the switch to lower the door. Walk into the
next room and pick up the real Talisman of Truth (black
semi-circle with a blue ribbon). You will be teleported back to
the main hall and your Intelligence and Magic stats will be
raised to thirty each. The statue will tell you that the Psyche
of Exodus is attempting to return to the Core.
THE TEST OF LOVE
Talk to the left statue (it should look like a beautiful woman).
Return to Erethian's room and double-click on the east wall of
the northeast corner. A secret door will open. Go through it
and walk into the moongate. You will emerge in a small
glade ringed by mountains. Pick up the bucket next to the
well. Walk southwest to the hut. Go inside the hut and read
all the books. To the west of the hut is a mine shaft that
contains several powderkegs and a pick, none of which is
necessary. Go east to the sandy part of the island. There you
should meet Bollux, a sentient stone golem, and his brother
Adjhar, who lies broken on the ground. Talk to Bollux and
agree to help Adjhar. Bollux will give you the book The Stone
of Castambre. Read it. A scroll (the Vas Flam Uus scroll) will
fall out, make sure you pick it up right away. Go north of the
sandy area to another mine shaft. As soon as you enter, turn
east. At the first opportunity, turn south. You should emerge
into a small open patch of ground. Pick up the pick lying
there (and the backpack, if you need it) and step into the
center of the patch. You will be teleported. Go south down the
hallway, then west, then south. You will emerge at the Stone
of Castambre (believe me, you can't miss it). Put the bucket
on the ground next to the south face of the stone. Open your
character sheet. Put the pick in your hand and double-click on
it. The character sheet will disappear. Click on the tree
growing out of the stone and the bucket should fill with
blood. Pick up the bucket and return to the Golems. Use the
bucket of blood on each of the five stones surrounding
Adjhar. Read the Vas Flam Uus scroll. A party member will
interject that a "heart" stone is still needed. Bollux will pull
his own out, drop it on Adjhar's body, and fall over dead.
Open Adjhar's inventory (double-click on him). Put the stone
into his inventory. Read the Vas Flam Uus scroll (make sure
none of your party members are standing on the rocks).
Lightning will strike the five rocks, and they will catch on
fire. Adjhar will return to life. Talk to Adjhar and tell him
what happened (say "sacrifice"). Adjhar will ask you for the
book The Stone of Castambre. Give it to him. He will then
tell you that Bollux' sacrifice, though extremely noble, was
unnecessary. He will send you back to the stone to collect a
heart for Bollux, as well as more blood. Return to the Stone
and place the bucket as before. Put the pick in your hand and
double-click on it as before. Click on the stone to cut a new
heart. Double-click on the pick again and click on the tree to
collect more blood. You will see the tree die. Return to the
sandy area and perform the ritual again, putting the heart into
Bollux' inventory and the blood on the rocks. Read the scroll.
Bollux should return to life. Talk to Adjhar. He will thank
you. Ask him about the Talisman of Love and he will give it
to you. It's a black semi-circle with a yellow ribbon. When
you have it you will be teleported back to the Isle of Fire. The
statue will congratulate you and raise your Dexterity and
Combat stats to thirty, and then tell you that Exodus will soon
threaten Britannia again.
THE TEST OF COURAGE.
Talk to the right statue (it should look like a fierce warrior in
a greathelm). Return to the room with the Dark Core in it, go
through the passage to the northwest, and go through the
moongate. Go south out of the room you appear in. Pick the
first gate you come to (there is no key to it). Go south, the
passage will turn east, and you will come into a grotesque
room full of skeletons and headlesses. In the center is a mage
that is about to summon a liche. Let him summon it, then kill
him and everything else in the room except the liche. It can't
get to you, and you don't want to mess with it anyway. Open
the mage's inventory and get his key (he WILL NOT have the
key on him if he didn't summon the liche). The key opens the
gate to the east, which is guarded by two stone golems. Fight
them, or run through the gate and lock it behind you. The
passage will turn north, and then come to a four-way passage.
You will notice that the west passage is blocked by two stone
walls. Go north. The passage will turn west. Kill the dread
spiders and flip the lever at the end of the passage. Return to
the four-way junction. Go east. The passage will turn north.
Kill the giant scorpions and flip the lever at the end of the
passage. Return to the four-way junction. The west passage is
now clear. Go west. This is a good place to save your game.
The passage will turn north. There will be two side passages,
a lower one to the west and a higher one to the east, and a
door at the end, which happens to be locked. Go into the west
passage. The passage will turn north, a door will drop as you
approach, and you will walk into a room with a crystal ball.
Look into the crystal ball and note where you see the glass
sword. Return to the north hallway. Go into the east passage.
Did I forget to mention that this is a dragon's lair? Run past
the dragon, open the chest and get the glass sword. Do NOT
use the glass sword on the dragon unless you have another
one! Return to the west passage and put the glass sword on
the floor just where you saw it in the crystal ball. The crystal
ball will turn into a key. Use the key on the door at the north
end of the hall. If you did not kill the dragon, use the key to
lock the door behind you. Go north, then east through the
doorway. Go north in the inner hall and you should come to a
small room with a magic helm on a pedestal. Get it, then
head south. Kill or evade the stone golem and follow the
passage as it turns east. Double doors will drop as you
approach, and you will have to deal with another golem. Once
past the doors, go south. The passage will turn east, and you
should run into slimes, gremlins, and rats. As the passage
turns north again, you should run into a gazer. Kill it, then go
through the doorway to the west. Go north from the doorway
to another small room, this time with a normal helm on a
pedestal. Get the normal helm, and leave the magic helm on
the pedestal. Return to where you got the magic helm and put
the normal helm on the pedestal. You should hear grinding
noises. Go south, then west through the doorway. Go north
and you should run into a family of trolls with their cyclops
buddy. Let them have it, then head east. You should see
where the doors were that you dropped by swapping the
helms. Go north through the doorway. Did I fail to mention
that you just stepped into another dragon's lair? I've GOT to
start remembering to tell you these things. Talk to the dragon
Dracothraxus, and he will tell you that you cannot kill him,
for he has been made immortal by the Keeper of the Test of
Courage. Defeat Dracothraxus in combat; do NOT use any
magic on him. A glass sword is your best bet. Once you've
done it, he will tell you that you have merely bested, not truly
defeated him, and that you will not pass the test until you find
a way to kill him. He will offer you a present for besting him.
Accept it. Go back the way you came into the dungeon, and
leave through the moongate in the first room.
THE BLACK SWORD
Talk to Erethian about Dracothraxus. In the course of the
conversation, he will mention that one of his hobbies was
attempting to create a powerful sword made of pure
blackrock. He will not mention this sword if you defeated
Dracothraxus with magic. Agree to continue his work. He
will teleport both of you into the center of the south hall, and,
after a few mishaps, create blacksmith tools for you to use to
forge the sword. Use the bucket on the well and then on the
trough three times to fill the trough. Put the hammer in your
hand. Place the sword blank for the black sword (it should be
a mottled gray all down its length) on the center of the forge,
and use the bellows continuously until the center of the sword
is almost white. Quickly move the sword to the anvil and use
the hammer on it. Continue heating the sword on the forge
and then hammering it on the anvil until the Avatar remarks
that the blade is as well-worked as it can be, but that it is still
too heavy to be used as a melee weapon. Use the blade on the
water trough to cool it. It should now be an even gray, fading
into black at the hilt. Talk to Erethian again, and he will tell
you that a powerful magic force could make the blade into a
workable weapon. Mention the gem you got from
Dracothraxus and he will tell you that it is a portable demon
prison, and that using the power of Arcadian might indeed fix
the weapon. Return to Arcadian's mirror and talk to him. He
will see the gem and beg you to free him. Put the gem in your
hand and use it on the mirror. Arcadian will be freed, and
begin to gloat that he will soon kill Lord British and rule
Britannia. Then the gem will trap him. Hold the gem in one
hand and the sword in the other. Talk to the gem and say
"bind". Arcadian will bind the gem to the sword and the
Black Sword will be created. Return to the Courage dungeon
and go back to Dracothraxus' lair. Talk to the Sword and say
"powers" and "death". Click on Dracothraxus. After a short
conversation Dracothraxus will die. Walk north through the
now-open door. Ignore the golems and take the Talisman of
Courage (black semi-circle with a red ribbon). You will be
teleported out of the dungeon and the statue will raise your
Strength and Hitpoint stats to thirty each. The statue will then
tell you of the need for the Talisman of Infinity.
THE TALISMAN OF INFINITY
Talk to Erethian about the Talisman of Infinity. He will tell
you what he knows and that more information can be found
in the Scroll of Infinity. Give him the scroll. He will begin to
tell you what it says, then stop when he sees what the
Talisman will be used for. He won't talk to you again.
Fortunately, Arcadian knows a little more about how to make
the Talisman, including the fact that it requires the two lenses
used to view the Codex. Return to Britain by ship or with the
moonstone. The lenses should be in the Royal museum, just
south of the Conservatory. Take them. Return to the Isle of
Fire by boat or by using the Black Sword's "Return" power.
Go to the Dark Core room. Place the three Talismans that you
have on the Dark Core so that they make a three-quarter
circle with the missing quarter at the top. Place the lenses on
the right and left side so that they are one space sway from
the core. The best way to do this is to place them right next to
the Core, then move them one space away. If everything is in
place, the Talisman of Infinity will appear automatically. It
should be silver with a white ribbon. Before you can pick it
up, Erethian will teleport in. He will attempt to destroy the
Talisman of Infinity, miscast his spell badly, and end up
destroying the Dark Core, all four Talismans, and himself.
AND LAST
Return to Britain and speak with Lord British. He will tell
you that Exodus has fully passed from the world, and reward
you by raising your Strength and Hitpoints to sixty each. The
Forge of Virtue is now complete.
NOTES
1. In the Test of Love, there is a hidden lever just above the
Stone of Castambre. Keep clicking just above the stone until
you see the Avatar walk over and bend down. Go north into
the hall, then east. There should be a new south passage.
Walk into it to find a Death Scythe, a Firedoom Staff, and a
dead body with nine Glass Swords on it. These are invaluable
in the Courage Dungeon.
2. In the mage's room in the Courage Dungeon, one body in
the southeast corner has Magic Armor and a Magic Gorget on
it. A body in the southwest corner has Magic Gauntlets. The
door just north of the dragon's lair has a barrel behind it with
food in it.
3. The spell Erethian attempts to use to destroy the Talisman
of Infinity translates as "Great Negation of Magic Matter". A
common name for it would probably be Destroy Artifact.
4. The Black Sword is the first weapon in the Ultima series
that is intentionally capable of killing Lord British. You
should try it once, just to read Lord British's will.
5. The Black Sword's full powers:
It is the strongest melee weapon in the game.
It can cast Explosion anywhere in the room at no cost to you.
Arcadian can replenish your Magic Points at almost any time.
It can kill very powerful beings at once using the Death power.
Its drawbacks:
It must be charged by killing, so the sword forces you to kill
even when you don't really have to. Its Death power has a
limited range, which means you have to get very close to a
very powerful monster to use it.