home *** CD-ROM | disk | FTP | other *** search
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
- ::::::::::::::::::::::::::::::::
- ::: ULTIMA VII: THE BLACK GATE :::
- ::: >> WALKTHROUGH << :::
- ::: and other tips! :::
- ::: :::
- ::: by the Scourge :::
- ::: adam @ mentor.cc.purdue.edu :::
- ::::::::::::::::::::::::::::::::
-
- ::: WARNING!! ::: This file contains EXPLICIT instructions on how to finish
- Ultima VII: The Black Gate. It's full of spoilers, so don't read this if you
- aren't TOTALLY stumped!
-
- This file is divided into two parts, Helpful Stuff and the Walkthrough. The
- first part contains information on reagents, spells, and other stuff found in
- Britannia. The Walktrough section guides you step-by-step through what you
- need to finish the game.
-
- Sorry if this is formatted funny, but hey, life's a bitch.
-
-
- ::::::>> HELPFUL STUFF <<::::::
-
-
- :: MAGIC ::
-
- Here is a list of all reagents and spells and where to get them cheap. Thanks
- goes to Joe Himdickel who compiled the original list last month.
-
- Mage Location Reagents(price)
- --------- --------- -----------------------------------------------------
- Wis-Sur Vesper Pearl(34), B.Moss(16), M.Root(32), Silk(20), S.Ash(25)
- Mariah Moonglow Pearl(8), Garlic(1), Ginseng(2), M.Root(7), N.Shade(6)
- Rudyom Cove Pearl(5), B.Moss(3), Ginseng(2), M.Root(5), S.Ash(4)
- Nicodemus Yew B.Moss(3), Garlic(2), M.Root(5), N.Shade(5), Silk(3)
- Nystul Britain Pearl(10), B.Moss(6), Ginseng(4), M.Root(10), S.Ash(8)
- Sarpling* Terfin B.Moss(2), Garlic(1), Ginseng(1), S.Ash(3)
-
- * Note Sarpling does not sell spells.
-
-
- Following is a list of all the spells and where to find them listed from
- cheapest to most expensive:
-
- :: First Circle ::
-
- Awaken All Rudyom(25)
- Create Food Nystul(35), Mariah(60)
- Cure Nicod.(25), Rudyom(25), Mariah(80)
- Detect Trap Nicod.(25), Rudyom(25), Mariah(100)
- Great Douse Wis-Sur(30), Nystul(35)
- Great Ignite Nicod.(25), Wis-Sur(30)
- Light Rudyom(25), Wis-Sur(30), Nystul(35), Mariah(40)
- Locate Nicod.(25), Wis-Sur(30), Nystul(35)
-
- :: Second Circle ::
-
- Destroy Trap Nicod.(45), Rudyom(45), Wis-Sur(50), Mariah(100)
- Enchant Nicod.(45), Wis-Sur(50), Nystul(55)
- Fire Blast Rudyom(45), Wis-Sur(50)
- Great Light Rudyom(45), Wis-Sur(50)
- Mass Cure Nystul(55)
- Protection Nicod.(45), Nystul(55), Mariah(80)
- Telekinesis Rudyom(45), Nystul(55), Mariah(60)
- Wizard Eye Mariah(40), Nicod.(45)
-
- :: Third Circle ::
-
- Curse Rudyom(65), Wis-Sur(70)
- Heal Rudyom(65), Mariah(40), Nystul(85)
- Paralyze Nicod.(65), Rudyom(65), Wis-Sur(70)
- Peer Mariah(60), Nicod.(65)
- Poison Nicod.(65), Rudyom(65), Wis-Sur(70)
- Protect All Nystul(85), Mariah(100)
- Sleep Mariah(80), Nystul(85)
- Swarm Nicod(65), Wis-Sur(70), Nystul(85)
-
- :: Fourth Circle ::
-
- Conjure Wis-Sur(90), Nystul(95)
- Lightning Rudyom(85), Wis-Sur(90)
- Mark Mariah(40), Nicod.(85), Rudyom(85)
- Mass Curse Wis-Sur(90), Nystul(95)
- Recall Mariah(60), Nicod.(85), Rudyom(85)
- Reveal Wis-Sur(90), Nystul(95)
- Seance Mariah(80), Rudyom(85)
- Unlock Magic Nicod.(85), Nystul(95), Mariah(100)
-
- :: Fifth Circle ::
-
- Charm Mariah(60), Rudyom(115)
- Dance Mariah(100), Rudyom(115)
- Dispel Field Nicod.(115), Wis-Sur(120), Nystul(125)
- Explosion Nicod.(115), Rudyom(115), Wis-Sur(120)
- Fire Field Mariah(80), Wis-Sur(120), Nystul(125)
- Great Heal Rudyom(115), Nystul(125)
- Invisibility Mariah(40), Nicod.(115), Nystul(125)
- Mass Sleep Nicod.(115), Wis-Sur(120)
-
- :: Sixth Circle ::
-
- Cause Fear Mariah(80), Nystul(145)
- Clone Mariah(40), Rudyom(135), Wis-Sur(140)
- Fire Ring Nicod.(135), Wis-Sur(140), Nystul(145)
- Flame Strike Nicod.(135), Wis-Sur(140), Nystul(145)
- Magic Storm Mariah(100), Rudyom(135)
- Poison Field Nicod.(135), Rudyom(135)
- Sleep Field Mariah(60), Rudyom(135), Nystul(145)
- Tremor Nicod.(135), Wis-Sur(140)
-
- :: Seventh Circle ::
-
- Create Cold Rudyom(155)
- Death Bolt Nicod.(155), Nystul(165)
- Delayed Blast Nicod.(155), Rudyom(155)
- Energy Field Mariah(100), Nicod.(155), Nystul(165)
- Energy Mist Mariah(60), Nicod.(155), Nystul(165)
- Mass Charm Rudyom(155)
- Mass Might Mariah(40), Nystul(165)
- Restoration Mariah(80), Rudyom(155)
-
- :: Eighth Circle ::
-
- Armageddon Rudyom(185)
- Death Vortex Nicod.(185), Nystul(195)
- Invisibiliy All Mariah(100), Nystul(195)
- Mass Death Nicod.(185), Nystul(195)
- Resurrect Mariah(40), Rudyom(185)
- Summon Nicod.(185), Rudyom(185)
- Swordstrike Mariah(80), Nicod.(185), Rudyom(185)
- Time Stop Mariah(60), Nystul(195)
-
-
-
-
-
- :: TRAINERS ::
-
- Here is a list of all the trainers I found and what they specialize in.
- Some missing info came from other help files I found with respect to their
- authors!
-
- * marks trainers that give you more training for your buck.
-
- Place Name Specialization Cost
- --------- --------- ---------------------------- ----
- Britain Sentri Dex 30 (free if in party)
- Denby Dex, Intel, Magic 75
- Zella Dex, Combat 45
- Buc. Den Lucky Intel, Luck (?) 35
- Cove Rayburt Str, Dex, Combat 60
- Jhelom De Snel Combat* 40
- Minoc Karenna Dex, Combat 20
- Jakher Str, Intel 20
- Moonglow Jillian Magic, Intel 35
- Chad Dex, Combat 45
- Ser. Hold Menion Str, Combat 45
- Terfin Inforlem Str, Dex, Combat,
- Intel*, Magic 50
- Trinsic Markus Combat 20
- Vesper Zaksam Combat*, Str 40
- Yew Perrin Intel*, Magic 45
- Bradman Dex* 30
- Penni Str, Combat 35
-
-
-
- ::::::>> WALKTHROUGH <<::::::
-
-
- Ok, since I've been getting TONS of netmail asking me to, I decided to write
- this to help all you stuck Ultima fans out there. I've seen a couple solves
- floating around already, but they were shaky at best, so here it goes...
-
- : Note : There are essentially two ways to go about this game. You can either
- follow Elizabeth and Abraham's trails and work on solving the murders, or you
- can cut to the chase and do the important stuff. I decided to tell you how to
- chase E&A, which takes a little longer, but gives you more enjoyment of the plot
- development.
-
-
- ::: TRINSIC ::: You appear in Trinsic. Search the stables and get the key. Use
- it on the chest in the dead guy's house (west side of town). The scroll is your
- first clue that the Fellowship is not what they claim to be. Talk to the
- victim's son, Spark, and Gilberto in the healer's. Talk to the mayor and get
- permission to investigate outside of Trinsic. If any of you have "lost" your
- documentation, drop me some email and I'll send you a patch that will
- bypass the protection scheme in Trinsic.
-
- ::: BRITAIN ::: Skip Paws and go to Britain. Talk to Lord British, get the Orb
- of the Moons (VERY useful). He'll tell you to find Rudyom in Cove. Talk to
- Batlin at the Fellowship, and tell him you want to join the Fellowship. Take
- the package to give to Elynor in Minoc. Also talk to the mayor, Millie, Gordon,
- and Clint, the shipwright. You will learn the Elizabeth and Abraham have gone
- to Minoc. Following this little goose chase is a good way to follow through on
- what you need to do to finish the game. Also visit the museum and acquire the
- moonstones (I like Iolo's little comments on this... :) I would also get the
- Mark and Recall spells as soon as you are able.
-
- ::: COVE ::: Talk to Rudyom, get the wand and 4 pieces of blackrock. Read his
- notebook. If you're a softie, talk to the girl at the shrine, she's a sure
- thing. :)
-
- ::: MINOC ::: Surprise, surprise, another murder... Go to the sawmill ASAP.
- Talk to everyone outside. Get the dagger from the murder scene. If you really
- wanna learn about the Fellowship, open the package before giving it to Elynor.
- You can still give it to her and Batlin will be a little miffed, but he'll still
- let you join. Talk to Margareta, learn your fortune. Most of what follows will
- help you fulfill your destiny. You will also learn in Minoc that Elizabeth and
- Abraham have gone to Paws.
-
- NOTE : Solving all of the little town mysteries is not necessary to finish the
- game (a couple are, but most are just for kicks). If you're into maximum game
- enjoyment, then I recommend you take the time to solve them.
-
- :: PAWS :: Talk to Feridwyn. He'll say E&A (Eliz. and Abraham) have gone to
- Jhelom. You can stay and solve the little "missing venom" mystery if you like.
- It will give you practice on how to deal with people and get information from
- them. Head to Jhelom. If you can't afford a ship by now, go to the western
- entrance to the dungeon Despise (next the Lost Lake surrounded by mountains NW
- of Britain) and get the flying carpet. Follow north shore of the river that
- feeds the lake and it will be sitting there. Very useful item (and it's free!).
- While you're in Paws, buy the hourglass from Beverlea and keep it in a safe
- place.
-
- :: JHELOM :: Talk to Joseph the mayor. He says E&A have left for Britain (of
- course). While you are here, talk to DeSnel about the serpentine dagger you
- found in Minoc. You can solve the mystery with Sprellic and the banner of
- Honor, but it's not necessary. Keep in mind that killing townsfolk is ok ONLY
- if they attack you first.
-
- :: BRITAIN (again) :: Go to Britain again and talk to Batlin. He'll tell you
- to go to Destard and find some Fellowship gold. Destard is located to the SW of
- paws on the west side of the mountains. You don't have to go in, just go near
- it. It's PACKED with treasure and gems and dragons, so be careful.
- (Invisibility is almost a MUST here). There are also some glass swords in there
- (save at least one for later...). Go back to Britain, and join the Fellowship
- at 9pm that night (don't listen to your friends). There is another
- documentation scheme here. Batlin will ask you 2 of 3 random questions I've
- seen. Ginseng must be boiled 40 times and Mandrake can be found in 2 places in
- Britannia. I think the answer to the picture question is 6. Trial and error
- will help if that's the wrong answer. Make sure you wear your Fellowship
- amulet, it will effect the way some characters treat you. Looks like E&A have
- headed towards Vesper.
-
- :: VESPER :: Find Auston the mayor. He's not a Fellowship branch leader, but
- he has talked to E&A. He will refer you to Cador, who tells you they went to
- Moonglow. This is an interesting town. Be careful what you say if you go into
- the gargoyle tavern...
-
- :: MOONGLOW :: Very important city... Talking to Rankin, the Fellowship branch
- leader, will reveal that E&A have moved on (surprise surprise) to Terfin, the
- island home of the Gargoyles. While you are here you need to awaken Penumbra
- who has been asleep since your last visit to Britannia. Next to the door of her
- house is a plaque. By reading it repeatedly, you will learn how to open the
- door (by placing a hammer, gold ring, lockpick, spindle of thread, and some
- other form of gold next to the plaque). This will open the door. Once in side,
- awaken Penumbra with your Awaken cantrip or by using a potion. She will say she
- needs some blackrock to shield her room before she can continue to help you.
- Well, what do you know? If you've followed along closely, you should have 4
- chunks of it with you. Put them on the pedestals in her room and talk to her
- again. She will tell you to find the Ethereal Ring. This would be a good place
- to cast a Mark spell so you can return when you've found the Ring. Terfin would
- be a good place to start.
-
- :: TERFIN :: Talk to everyone, especially Draxinusom and Quan. E&A have headed
- to the Meditation Retreat. You can solve the altar conspiracy here if you like,
- but it's not necessary. You will also learn that the Ethereal Ring is on the
- isle of Spektran (NW of Terfin). You will get the ring later.
-
- :: MEDITATION RETREAT :: If you go to the Retreat (NOT necessary at this point,
- you will return later...) you will learn that Ian will only permit entrance to
- Fellowship members (which you are, I hope...). You will learn that E&A have
- gone to Buccaneer's Den. Before you pursue them any further you must find the
- omniscient Time Lord. The first step is to go to Empath Abbey west of Yew.
-
- :: EMPATH ABBEY :: Talk to Taylor the monk. He will tell you about the Emps
- that live in the woods. If you've seen them, you'll know they won't speak to
- you (unless you have some honey). Go to the Bee Cave and get two or three
- clumps of honey. The Bee Cave is no big deal. I found that you could basically
- run right through the bees and they won't really give a shit. Use the smoke
- bomb if you get in trouble.
-
- :: EMPS & WOODS :: With the honey, you are able to talk to Trellek the Emp
- about finding the Wisps. If you're having troubles finding the Emps, look for
- the giant white Silverleaf trees in the woods. Trellek will need permission
- from Saralek who needs permission from Solomon, the Emp leader. Solomon will
- give you a written agreement to have Ben the woodsman sign to stop the
- destruction of the Silverleaf trees. Ben's cabin is on the very western edge of
- the forest near the shore. When you've gotten the treaty signed, Solomon will
- grant you permission to take Trellek to the Wisps, but Saralek changes her mind.
- Instead of going with you, Trellek will give you a whistle to call the Wisps
- with (that was easy, huh? :) Head to Spiritwood to find the Wisps (near
- Destard). They can also be found in the abandoned fortress they've inhabited
- somewhere near Yew woods.
-
- :: THE WISPS :: Blow the whistle when you're near a Wisp and it will talk to
- you. They will offer you information if you bring them Alagner's notebook.
- They will also give you valuable information on the Guardian. Off to New
- Magincia!
-
- :: NEW MAGINCIA :: Alagner will agree to give you his notebook if you answer
- the questions of Life and Death. This must be done by asking the Tortured One
- in Skara Brae.
- It might save time if you Mark Alagner's house so you can return his notebook
- quickly later. If you haven't acquired a Seance spell yet, go get one and head
- towards Skara Brae on foot.
-
- :: SKARA BRAE :: Use the Seance spell and hitch a ride from the Ferryman.
- Destroyed by an accidental fire, Skara Brae is home of the Dead. Talk to
- everyone (especially Mordra). Make sure you pick up the Mandrake Essence (the
- glowing potion), an empty vial, a curing potion, and potion of Invisibility at
- Mordra's pad. Go to the Smithy and talk to Trent. Take the music box and go to
- the Dark Tower in the NW edge of the isle. Use the music box near Rowena and
- take her ring to Trent. Take the finished cage and go to the Alchemist's.
- Caine won't answer the questions until you destroy the Liche. Plug the three
- potions and the empty vial into the thingamajig and turn the burner on. If you
- did it right, a sparkling blue potion should fill up the vial. Take that and
- the cage to the Dark Tower. Go to the back of the Tower (through the fake wall
- by the stairs) and use the cage on the Well. Go to the throne room and wait for
- midnight. When Horance lies down, plop the cage over him and use the potion.
- Horance says you need to find someone to sacrifice. Talk to Forsythe the mayor.
- Now you get to find and talk to EVERYONE in the town, including those who you've
- talked to already. After everyone refuses to sacrifice themselves, Forsythe
- will agree. Take him to the Well and destroy it. Go to Caine and learn that
- there are NO answers to Life and Death (you MUST still do this).
-
- :: TIME LORD :: Go to New Magincia, and tell him there are no Answers. Get the
- key, find the notebook in his storeroom and take it to the Wisps. Use your Orb
- to beam to the Time Lord. He will direct you to the dungeon Despise to destroy
- the ether-screwing generator. Before you can follow up on this, you need to
- destroy the generator found in Deceit. In order to do this, you need the
- aforementioned Ethereal Ring (ie Spektran!). If you go to Alagner's to return
- his notebook, you'll find him dead (very dead, actually). Use his crystal ball
- and you'll get your first glimpse at the much sought Elizabeth, Abraham, Hook,
- and Forskis...
-
- :: SPEKTRAN :: The door to the Sultan's place should open when you approach it.
- As you will see, the Sultan is somewhat of a loony. You need to kill his harpy
- and take its key. The harpy can be easily killed using invisibility or a glass
- sword (make sure you still have at least one glass sword when you leave here.
- It's ok if you don't, but it will save you much heartache later...). To reach
- the room with the ring you need to stack the crates on the table (three high I
- think...). Now head to Moonglow and have Penumbra enchant the ring.
-
- :: DECEIT :: This dungeon isn't too tough, but what's inside the generator IS.
- Follow all the hallways and find the false walls (try walking into the dark
- areas and you'll see what I mean). You can talk to the Cyclops if you want, but
- it's not necessary. Before you approach the generator, drop all your party
- members and put on the Ring. Inside the generator is the ugliest, toughest
- fucker in the whole game (he's the one you've been saving the glass sword for).
- I didn't have any more glass swords by the time I got here and still killed him,
- so don't fret. By cornering him and using LOTS of healing and protection
- potions, you can do it with any magical weapon. Click on the box in the middle
- of the room and watch as the generator collapses. There should be a miniature
- tetrahedron sitting on the ground. GET IT and get out of Deceit. Now Nicodemus
- (in the "chessboard house" in Yew) is able to enchant your hourglass, which is
- needed to approach the next generator in Despise.
-
- :: DESPISE :: DON'T enter the northeastern entrance to Despise. It's good for
- experience, but not necessary. Use the entrance on the Lake (the one where you
- found the flying carpet). I won't get into the details of Despise, but you need
- to get around the teleporters and follow the tunnels east of the entrance. The
- tunnels will burrow around to the SW side of the lake and you'll find the
- Spherical Generator.
- You'll find a moongate puzzle inside. The correct sequence is RED, BLUE, BLUE,
- RED. Pick up the small Sphere and leave (via Recall if possible :) One more
- generator to go!
-
- :: MEDITATION RETREAT AGAIN :: This place is pretty much a bore, except for the
- cave that you're not allowed to enter (ooo! are you shaking??). By this point
- in the game you should have gotten a feel for what the Fellowship is about
- (nothing good, that's for sure...). In the cave is the Cube generator. You
- won't be able to approach it, but you should Mark it so you can beam back later.
- After reaching the Cube, contact the Time Lord by using the hourglass. He will
- tell you to find a mineral called Caddellite. This is found on the Isle of
- Ambrosia.
-
- :: AMBROSIA :: This island is kinda hidden. It's located in the NE sea of
- Britannia. If you've been using the map from the game package or the one found
- in the game itself, you won't be able to see Ambrosia because it's under the
- little compass icon in the upper right corner. It's a large island and
- shouldn't be too hard to find. Inside a cave on this island is where the
- Caddellite is found. It's guarded by a three headed Hydra. Surprisingly the
- Hydra is huge wimp and croaks quickly in combat. You'll need one chunk of
- Caddellite per party member (or just one if you plan on approaching the Cube
- alone. You can't take your party members inside anyway...). Take the
- Caddellite to Zorn in Minoc and he will fashion helmets for you.
-
- :: MEDITATION RETREAT again ::: Beam back to the Cube and go inside wearing
- your special helmet. The puzzle inside involves walking on certain spots of the
- walkway that trigger the bridges to other parts. Trouble is, some spots remove
- other bridges as well. I could go on for a page or two on how to solve it, but
- it would be easier just to tell you to save the game a lot and do it yourself.
- It's hard, but not impossible. Just look out for the fire fields and fireballs.
- Another hint: you'll cover almost 100% of the walkways before you're able to get
- to the center. After the Cube crumbles, take the little cube and head to
- Buccaneer's Den.
-
- :: BUCCANEER'S DEN :: Now you're after the ever elusive E&A and the killer
- Hook. Possession of the little Cube forces the truth out of people who would
- normally lie to you (ie most people in Bucc. Den...). Talking to Danag at the
- Fellowship Branch will reveal much about Hook, Elizabeth, Abraham, and the
- fucked up Fellowship. Talk to Sintag at the House of Games and get the key from
- him. The door in the Games leads into the mountain passages where Hook's
- hideout is. In his hideout, you'll find the navigational plans for the ever
- elusive Crown Jewel, and the Black Gate key used to get past the barrier on the
- Isle of the Avatar. Also in his hideout is a list of people the Fellowship has
- eliminated (with you and ol' LB yet to go). There's nothing much else in those
- tunnels, except for a some torture chambers used by the Fellowship and a couple
- worthless prisoners. Off to the Black Gate!
-
- :: ISLE OF THE AVATAR :: If you're not 8th level by this time and able to cast
- some major kickass spells, you might want to do some experience-collecting
- before going here. The key from Hook's place will allow you to pass the barrier
- on the south side of the island and get into the dungeon. This dungeon is
- rather long and hard. A couple tips:
-
- - It is not necessary to kill the dragon. Lots of
- cool goodies though! (ie a Glass Sword that will be
- handy soon)
-
- - The Chair of Change teleports you to one of 3 places
- in the dungeon if you sit in it. At each location it
- takes you, examine all the walls for hidden passages.
-
- - Sitting in the Throne of Virtue (or whatever its
- called) will make the Chair of Change take you to a
- fourth place, necessary to get to the Gate.
-
- - In the "Fellowship Hall" try fiddling with the
- medallion.
-
- - Watch out for the Paladin guarding one of the last
- doors, he's an asskicker (use a Glass Sword if you
- have one...).
-
- - Take the mage's spellbook from his room. It's
- fully loaded!
-
- - If you still can't find the Black Gate room, try
- looking for any keys you might have missed. Also
- poke on every wall you see, there's lots of
- illusionary walls.
-
- :: THE BLACK GATE :: Ah, the gang's all here! After some little bickering,
- they will attack you. I had troubles winning this battle hand-to-hand until I
- found a useful little spell called Death Vortex. If you use it, DON'T cast it
- on an enemy. Cast it on YOURSELF. This spell is useful to say the least.
- After everyone croaks (except the little weasel Batlin) you'll be left with the
- choice of returning home, or using Rudyom's Wand (you still have it I hope!) on
- the Gate. The animated sequence at the end of the game is kinda short, but
- _completely_ amazing.
-
- :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
-