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Ultima IX - Ascension Walkthrough, Hints and Tips for PC Games.

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 Ultima IX - Ascension

 
   
 
 
Ultima IX - Ascension

Walkthrough / Solution / Guide

Written by Jacky Swallia - 2007
MightyHamsterX@aol.com

Contents (use control+f to find something specific):
1. Introduction (INT)
2. History of Britannia (brief) (HBB)
3. Note on bugs in the game (NBG)
4. Basic controls (BSC)
5. Beginning the journey (BTG)
   5a. Earth (ERT)
   5b. Choosing your path (CYP)
   5c. The eight virtues and character classes (EVC)
6. Welcome back to Britannia (WBB)
   6a. Stonegate (STN)
   6b. Lord British's Castle (LBC)
7. The long, long, LONG journey (TLJ)
   7a. Britain (BRT)
   7b. Paws (PWS)
   7c. Despise (DSP)
   7d. Paws Revisited (PWR)
   7e. Cleansing the Shrine of Compassion (CSC)
   7f. Britain Revisited (BTR)
   7g. Buccaneer's Den (BCD)
   7h. New Magincia (NMG)
   7i. Ambrosia (ABR)
   7j. Hythloth (HTH)
   7k. Cleansing the Shrine of Humility (CSH)
   7l. Buccaneer's Den Revisited (BDR)
   7m. Deceit (DCT)
   7n. Moonglow (MNG)
   7o. Cleansing the Shrine of Honesty (CSO)
   7p. Yew (YWX)
   7q. Wrong (WNG)
   7r. Cleansing the Shrine of Justice (CSJ)
   7s. Cove & Minoc (CNM)
   7t. Covetous (CVT)
   7u. Cleansing the Shrine of Sacrifice (CSS)
8. Halfway There (HWT)
   8a. Terfin (TFN)
   8b. Buccaneer's Den Re-Revisited (BRR)
   8c. Britain Again (BTA)
9. Moving on...and on and on (MVO)
   9a. Trinsic (TRN)
   9b. Shame (SHM)
   9c. Cleansing the Shrine of Honor (CSN)
   9d. Trinsic Revisited (TNR)
   9e. Valoria (VLR)
   9f. Destard (DST)
   9g. Valoria Revisited (VRR)
   9h. Cleansing the Shrine of Valor (CSV)
   9i. Britain One More Time (BMT)
   9j. Skara Brae (SKB)
   9k. The Valley of Souls (VLS)
   9l. The Three Part Quest (TPQ)
   9m. Skara Brae Revisited (SBR)
   9n. The Isle of the Avatar (IOA)
   9o. The Abyss (ABS)
   9p. Cleansing the Shrine of Spirituality (CSP)
10. The Final Fight (TFF)
   10a. Lord British's Castle Revisited (LBR)
   10b. Terfin Revisited (TFR)
11. Mantras, sigils, shrines, etc. (MSS)
   11a. Mantras (MNT)
   11b. Sigils (SGL)
   11c. Glyphs/Runes (GLR)
   11d. Shrines (SHR)
   11e. Cleansing the shrines (CLS)
   11f. Ritual of restoration (RRS)
12. Magic (MGC)
   12a. Reagents (RGT)
   12b. Language of the spells (LSP)
   12c. The scrolls (TSC)
   12d. Binding spells (BDS)
   12e. Potions (PTS)
13. Special items (SPI)
14. Shops (SHP)
   14a. Weapons (WPS)
   14b. Armour (AMR)
   14c. Other items (PVR)
15. Training (TRN)
16. Bestiary (BST)
17. Conclusion (CNC)

1. Introduction (INT)

Version history
V. 1.01 - 3/12/10 - Minor updates and corrections.
V. 1.0 - 4/4/07 - First completed version.  After many years of on-
and-off playing I have finally finished a guide for this game.  This
is about as complete as it gets and I do not expect any major
updates.

If you have any suggestions, corrections, comments or even compliments
please feel free to e-mail me.  Please include (Ultima) in the subject,
though or I will be likely to delete it as I get a fair amount of junk e-mail.

This guide is my original work and is copyrighted by me, Jacky Swallia.  
The most current version will be at www.gamefaqs.com but you are welcome to
re-post it on another site as long as you don't remove my name or alter 
the content in any way.  My guides are meant to be freely shared but they
may not be sold for profit by anyone other than myself. 

This guide is the result of hours upon hours of personal gameplay but detials
from Prima's guide to Ascension as well as the original literature that came 
with the game were also used in writing this guide.

All that being said...let's move on, shall we?

2. History of Britannia (brief) (HBB)
     Alirght, here's my deal with the Ultima games.  The first three
were way before my time so I don't know much about them.  I tried
playing them on the Ultima Collection and it was just...painful.
Ultima IV and V were great and I completed both of them.  Ultimas VI
through VIII I did not play because I didn't like the overhead 3-D
format.  I decided to play Ascension because it is supposed to be
the last one and it is in a fully 3-D world, which I have grown to
like, and you play in either first or third person views, which I
also like.
     Ok, ok, this is supposed to be the history of Britannia, not my
history.  Moving on now, here is the Cliff Notes guide to the
history of Britannia.
     In the beginning Britannia was knows as Sosaria.  Meanwhile
back on Earth a young guy was becoming more and more discouraged by
the way things were going (if only he could see what's going on
now!).  The guy goes walking one day and finds a moongate and goes
through to Sosaria and meets Shamino.  Shamino decides to call the
guy British because he was from the British Isles (very clever this
Shamino is).  Anyway, British became a great leader and eventually
became Lord British.
     In the First Age of Darkness, the main baddie was Mondain, a
generally nasty guy.  He kills his father, takes his sun gem and
tries to make himself immortal with it.  He goes on a terror spree
and Lord British calls on a stranger to come and save Sosaria.  A
stranger comes, defeats Mondain, and all is well for a while.
     In the Second Age of Darkness Minax, Mondain's apprentice,
picks up where Mondain left off.  She works her way through
Britannia and up to Earth where you, the hero, finally step in and
dispose of her.
     So a while passes and Sosaria then falls into the Third Age of
Darkness.  An island appears in Sosaria with fire and evil all
around it.  You would think people would notice a fiery island just
spring up overnight.  Anyway, Lord British again calls for a hero
and this time 4 heroes show up.  Exodus is defeated and the city-
states of Sosaria become united under Lord British and the land is
re-named Britannia.
     Now that three ages of darkness have been overcome, the Age of
Enlightenment is among us.  Nobody is terrorizing Britannia, but
Lord British feels his people need an example of how to live, so he
calls on yet another hero to go on the Quest of the Avatar conquer
the Great Stygian Abyss and the Codex of Ultimate Wisdom.
     The Avatar does his thing at the Codex and things are looking
good.  Except Lord British gets himself lost in the Underworld and
Blackthorn, controlled by the Shadlowlords takes over.  He calls the
Avatar back to rescue him and restore order to the land.  Once Lord
British is back in power he banishes Blackthorn to the land of wind
and ghosts (or wherever it is he goes).
     The Avatar goes back to Earth and lives peacefully for a while,
not knowing that his quests in the Underworld had caused it to start
to collapse and send gargoyles into Britannia.  Like any new
integration it was not going well so the Avatar is kidnapped to be
sacrificed as the False Prophet of the gargoyles.  He narrowly
escapes and goes on to bring peace to the land again.
     So now this black gate shows up and along with it the Guardian,
who starts to corrupt the virtues.  This just cannot be so once
again the Avatar comes and destroys the gate (the Guardian's link to
Britannia).  If this weren't enough the Avatar and his crew are
drawn to Serpent Isle for some reason, where Dupre is killed.
     Next the Avatar is imprisoned in Pagan, the world of the
Guardian.  He's pretty much stuck and he ends up having to call on
the powers of darkness to defeat the Titans and escape.
     So here we are now.  The Guardian is so angry about the Avatar
escaping from Pagan that he takes it out on Britannia and starts
raising these nasty columns all over the land.  The Avatar is called
back to set things right once and for all because when this journey
starts you cannot return to Earth and you will not return to
Britannia when it is over.
     If you have played any of the previous Ultima games (and if
you're playing this one then you probably have) you will see little
references from each of the games throughout this one (like the
Leggings of Sentri...where's that guy been?).  It's pretty
interesting, actually.

3. Note on bugs in the game (NBG)
     I am not quite sure what happened when this game was made but I
have never played a game with more bugs and crashes (and I have all
the expansions to the Sims so I know about some game bugs).  There
are so many bugs that it would not be worth my time to list them.
Plus they vary from version to version anyway.  If you are having a
problem I would suggest that you check the version number of the
game you are playing.  You can do this by going to the first page in
your journal and looking in the upper right corner of the right
page.  You should see a version number of 1.18.  If your version is
lower I strongly suggest you do a little searching around the
Internet and get the patch.
     Even once I installed the patch I was still having crashes and
bugs (though not as often) so as with any game, but especially this
game, SAVE OFTEN!!!  I cannot express this enough.  I don't know how
many times I've gotten halfway through a dungeon and forgetting to
save only to have the game crash right before I finish.  It's very
frustrating so take my advice and SAVE, SAVE, SAVE!!!

4. Basic Controls (BSC)

Move mouse around - look around & aim
Up Arrow - Move forward (also right mouse button)
Left/Right Arrows - Sidestep left or right
Down Arrow - Move backward
Left Mouse Button - Look at or touch something or talk to someone
(except when weapon is drawn - then it becomes attack)
Tab - Draw your weapon
Space - Jump
Caps Lock - Toggle run on/off
J - Open your journal
K - Toggle between first and third person views
B - Open your backpack
S - Open your spellbook
F Keys - When your Avatar puts something in his toolbelt you can use
it by using the appropriate F key.  For example, if you have Ignite
in space 1 you can use it just by pressing F1.  This is also a handy
way to switch between weapons quickly so I usually keep a bow, axe
and staff in the toolbelt also.

5. Beginning the journey (BTG)
     I am writing this guide while playing the game for the second
time through.  I am doing a few things differently so you can learn
from the mistakes I made the first time.  Hopefully there will be
less backtracking in my guide and defiantly less confusion.  Well,
here we go!

5a. Earth (ERT)
     Some people may scoff at having a guide for this part but I
know the first time I played it took me a little while to master the
controls.  Hawkwind (the guiding voice) is helpful, but he gets a
little annoying also.
    The game starts with you, the Avatar in bed when you are
summoned to rise and start your journey.  Hawkwind tells you a
little about how to move and interact with things.  You can play
with most things in the room, the TV, phone, piano, and lamps.  Once
you've gotten used to moving around touch the ankh to move on.
     Once you leave this room Hawkwind suggests you put some clothes
on before you go to Britannia.  It's probably not a good idea for
the Avatar to go wandering around in his shorts.  Anyway, leave the
bedroom and hang a left.  Click the door to open it and look right.
In the hamper are your clothes (not a very big wardrobe for the
savior of Britannia, but oh well).  Touch the ankh to learn how to
equip things.  Right click and drag the clothes onto you to put them
on.  Head out of the bathroom and turn left.  On the table is your
tool belt.  Touch the ankh to have Hawkwind explain how to use it.
Equip it and read the book telling you what skills you are going to
need before you go off into Britannia.
     Go downstairs and turn right.  Look on your desk by the
computer to get a key.  (touch the computer for a "preview" of
Ultima Online 2 :)  Look on your bookshelf and pick up your
backpack.  Touch the ankh to learn how to use it.  Then to the left
of the bookshelf is a chest.  Open it and get a map of your house.
Go into the next room to the left.  Get your journal off the table
(now would be a good time to practice saving frequently) and get
your compass off the fireplace mantle.  An ankh will appear and
Hawkwind will teach you how to sit in chairs to rest your weary
feet.  There is nothing you really need in the kitchen so head on
outside.
     Hawkwind will remind you that you have much to learn so go left
and start training.  There will be ankhs to learn how to use a
sword, bow and arrow and how to play...hopscotch.  Yeah, anyway,
once you've mastered those things say goodbye to your puppy and head
out the small gate on the side of the house (the only one that
opens.  Hawkwind will tell you how to use keys to open gates and
doors and he will tell you to find the gypsy (you can use the
telescope on the side of your house to get a peek at her trailer).
     Follow the path and you will come to an ankh telling you how to
climb.  Turn right and Hawkwind will explain how to swim.  Swimming
is one of the trickier parts of the game so you might want to take a
little time to practice now.  Once you swim across the pond you'll
probably meet your first enemy, a rat or a rogue.  It was a little
disturbing the first time I slaughtered someone but I got used to it
:)
    Wander around and practice combat as Hawkwind suggested and when
you're ready head to the gypsy's trailer and have a seat.  She will
tell you a little about your journey and what's ahead for the
Avatar.

5b. Choosing your path (CYP)
     Some things never change...If it's not broken, don't fix
it...and about a million other cliches that all basically mean if
you've played the other Ultimas then you know how this works.  The
gypsy asks you a series of virtue related questions that determine
your character class.  They all have advantages and disadvantages so
it's basically up to you, but it can be a little tricky just from
the looks of things because they each start with different items
that also have advantages and disadvantages.
     In past Ultimas I have either been a paladin or a bard and the
first time I played Ascension I was a bard but this time I opted to
be a ranger.  As usual the poor shepherd is the hardest because you
start with no advantages in stats, but you do get a huge Karma
boost.  Unfortunately this won't help you until the shrines are
cleansed and you can use magic.  Mage is a tempting profession
because of the starting equipment and intelligence boost, but again
this is useless until you can use magic and you'll probably get
you're your little magical butt kicked all over Britannia until
then.  Like I said, it's a judgment call.
     Check the tables and when you decide what you want to be just
answer all of the questions to match the virtue that you want when
they appear.  Don't worry about the others because they don't
matter.  It's easy, mmmkay.

5c. The eight virtues and character classes (EVC)
---------------------------------------------------------------
Character |   Virtue       |  Advantages
          |                |  Starting Equipment
---------------------------------------------------------------
Ranger    |   Spirituality |  Str, Int, Dex (knowledge of land)
          |                |  Sextant, Key to Skara Brae chest
---------------------------------------------------------------
Shepherd  |   Humility     |  None
          |                |  Crook of Charming
---------------------------------------------------------------
Fighter   |   Valor        |  Strength (inflict and take damage)
          |                |  Scimtar, Map of Valoria
---------------------------------------------------------------
Mage      |   Honesty      |  Intelligence (capacity for magic)
          |                |  Arms of the Magi, map of Moonglow
---------------------------------------------------------------
Bard      |   Compassion   |  Dexterity (learn combat skills)
          |                |  Target Bow, Map of Paws
---------------------------------------------------------------
Paladin   |   Honor        |  Str, Int (might and magic)
          |                |  Chain Coif, Map of Trinsic
---------------------------------------------------------------
Tinker    |   Sacrifice    |  Strength, Dexterity (might in battle)
          |                |  Buckler Shield, Map of Minoc
---------------------------------------------------------------
Justice   |   Druid        |  Int, Dex (magic and combat skills)
          |                |  Staff, Map of Yew
---------------------------------------------------------------
Once you have chosen your path head north out of the gypsy's
trailer.  You can fight the gazer or not, it really doesn't matter.
Head into the moongate and watch the first cut scene of the game.

6. Welcome back to Britannia (WBB)
6a. Stonegate (STN)
     You arrive in Stonegate and Hawkwind warns you that it's not
safe there (duh, did he watch the cut scene too!).  You'll find that
you have nothing with you from Earth so check the chest the gypsy
left for you to get you started.  The contents will be slightly
different for each character class (one of the reasons I chose to be
a ranger this time was because there is a key in the chest that
opens another chest WAY later in the game with some very nice
armour).  Go through Stonegate and pick up anything that will be
useful.  There are several books that you can take, but they're
really not worth it and they take up precious space in your
backpack, which is limited.  Besides, I have found that most books
can be found several places throughout Britannia anyway so there's
no point in carrying around most books.
     That being done head downstairs and grab your spellbook from
the case.  The ankh will explain how to use spells.  Right now you
can only use linear spells, and they cost no mana so you're ok for
now.  Ignite the torch to dispel the field and move on.  You're
going to be using ignite a lot through the entire game so it might
be a good idea to drag it to your toolbelt so you don't have to keep
using your spellbook for it.
     Go down a ladder and Hawkwind suggests you cast stone to kill
the rat guarding the switch.  Kill it and jump to the ledge (it's
not as far as it looks) and touch the switch to open the door.  Then
jump on the next ledge to get a pair of leather gloves.  Go through
the newly opened door and open the chest for a pair of leather
boots.
     Go downstairs and touch the ankh.  Hawkwind says to open the
gate cast gust on the vase to move it.  Do so and move on to the
elevator.  Press the red button to go down to the next level.  Step
off the elevator and turn the valve to the west.  This will drain
the water.  Jump down into where the water was, grab the gold and
touch the purple button.  This will create some steps and raise that
weight thing on the other side.  Climb up the blocks and head down
the stairs where the weight was.
     As soon as you step into the next room the floor will engulf in
flames.  Read the little plaque on the wall to find out how to get
rid of them.  Cast douse on the flames and make your way to the
state and then douse the flames in the two braziers.
     As you walk out the door Hawkwind says he's taught you
everything he can and now it's up to you.  He tells you to find a
cave and that will get you to Britain.  Now the fun begins.  There
are some rats and wolves around and they are good practice, but I
have to admit the first time I played the wolves had me for lunch
several times before I got the hang of it.  There is a chest in the
water but that piranha will probably devour you before you even get
near it.  Find the cave to the southwest and in it you will meet
your first Wyrmguard.  He's not too hard to beat, especially if you
use the stone spell, but he might get a few shots on you so I hope
you remembered to grab those yellow potions from Stonegate.  After
you dispatch of him, take his sword (it is much stronger than your
sad little dagger) and step onto the teleporter.

6b. Lord British's Castle (LBC)
     The first person you'll probably meet is Hennington.  He
doesn't have much to say right now so just go on into Lord British's
throne room.  You can talk to Vasagralem and he will tell you a
little about the stolen Codex lenses.  (To know that gargoyles are
very annoying to talk to.  To know that I almost went crazy in
Ambrosia).  Anyway, you'll meet Vasagralem again but for now go and
talk to the big guy, Lord British.
     Lord British tells you how happy he is to see you and he tells
you a little about what's been going on with the columns.  He
suggests you go to Despise first and he also tells you that you're
welcome to anything in his castle.  This is one of the few times
when it's ok to take things laying around because you should know
that to keep your karma intact you shouldn't steal from people in
other towns.  But if the almighty ruler of Britannia says to take
anything from his castle, go for it.
     If you go up the stairs the room to the right is the one LB has
set aside for you.  It's not much, but it's loaded with good stuff,
particularly yellow potions and a map or Britian.  This is a good
place to store stuff you're not going to need for a while (for
example, the key from Stonegate if you're a ranger).  Sometimes
you'll pick up stuff early in the game you won't need and it takes
up precious space in your backpack.  Store it here and come back for
it later.  Take what you need (don't forget the bag on the bed,
you'll need it!) and head to the room on the left.  This is LB's
room.  There's an impressive library and in his bedroom there is
some money and leather arms in the chest near his bed.  You can look
into the swirly mirror for a very disturbing cut scene about the
Guardian's wrath.  There is a teleporter near his bed that takes you
to a magic lab.  You can talk to the mage and she will tell you
about mana and binding spells.  There is a binding pentagram in
here, but you can't use it now anyway.  Also there are reagents here
a-plenty but there's no need to take any of them now since you can't
use them yet.  You might even want to drop any scrolls you may have
picked up in here since you can't bind them yet.
     Once you're finished there head back downstairs and explore the
rest of the castle.  In one room is the dining room, not much there
though you can eat the bread and wine if you need to or save it for
later.  In the next room is a training room.  The guy in the red
stripes (Keller) will train you in 1-handed swords for 300, which
you probably don't have yet but when you do come back to him.  The
other guy, Olsen, will tell you a little about which weapons to use
against certain enemies.  There is a teleporter in the corner (jump
over the gate or just open it) and it takes you to the prison.
There's a guy down here who claims to be the real Lord British
(actually, in our world he is.  The face and voice are Richard
Garriot).  Talk to him each time you cleanse a shrine and he will
have something different to say.  By the way, I know it's tempting
but don't let anyone out.  It's bad for your karma.
     Leave the castle and head west around the castle.  There is a
hedge maze.  I know, just thinking about wandering around a 3D hedge
maze makes me queasy, but take a Dramamine and head in because it's
worth it.  Among the treasure and potions there is a flame sword in
the center.  Not only is this an awesome weapon (at this point in
the game) but it also serves as a torch when it is unsheathed.  To
reach it head west into the maze and then south.  Also you will
probably find enough gold to have the weapons guy train you before
you leave the castle.  Once you're done head into Britain.

7. The long, long journey (TLJ)
7a. Britain (BRT)
     Your first encounter in the city of "compassion" will probably
be the baker.  He tells you that the mayor is carting sick and
injured people off.  Talk to more people around town and you'll
learn that the people are being taken to Paws, which is apparently
not a very nice place to live anymore.  You'll also learn that
things are just generally nasty all around and it all started right
after the columns appeared.  Hmmm...
     You should defiantly check out the cathedral of love while
you're here.  You'll learn that the Lycaeum, Empath Abbey and
Serpent's Hold were all destroyed and the candle of love was lost.
Also you will learn that the Silver Serpent is missing.  Serpentwyne
comes from the Silver Serpent and it is a powerful healing potion.
     There are several shops where you can buy and sell.  Leon, the
boyer here will train you in bows for 300.  If you don't have that
much yet, don't stress.  It's not that important right now.  There
is a gem cutter here in the northeast part of town, directly across
from the item shop.  It took me forever to find his shop and it is
very important to a side quest regarding the lighthouses.  Also
you'll find gems everywhere and this shop and the one in Moonglow
are the only ones that will buy them from you and they are a great
source of quick cash.
     Speaking of quick cash, there's a well in the center of town.
On a bench next to it there are three coins.  Drop one in the well
to produce a glass sword.  This is a pretty nice little weapon
because it kills anything in one shot.  Unfortunately it also
shatters upon impact and is gone forever.  You can either hang onto
this weapon for a time when you'll really need it (the phase spider
in Trinsic comes to mind...) or you can sell it here in Britain for
1000.  I would recommend selling it because you probably need the
money now (bow training and such) and you won't need the glass sword
until much later in the game, if ever.  And there are a couple other
places to find a glass sword anyway.  By the way, just because there
are three coins on the bench doesn't mean the well will produce
three swords.  It only works once here.
     After you finish in Britain you've got a couple of choices.
You can head to Despise like LB suggested or you can go to Paws and
check things out there.  I suggest going to Paws, even though
Despise is not that hard.

7b. Paws (PWS)
     Take the west exit out of Britain and follow the signs.  You'll
meet Altara who will tell you about your quest and your karma.  Then
you'll come to a burning farmhouse.  Douse the flames and talk to
the boy and he'll tell you his mother has been taken to the
mountains.  Being the good Avatar that you are, you must go rescue
them.
     Head back towards Britain and when you get to the signpost take
the unmarked trail to the northeast.  You'll probably meet a troll
on the path so be careful.  You'll come to a hut with a grouchy old
hermit (who strangely reminds me of one of my neighbors).  There is
a switch on the floor on the back corner of his house.  Throw it and
he gets pretty angry and attacks you.  He's unarmed so you can
basically ignore him.
     The switch opened up a path behind the shack.  Follow it to the
brigand's camp.  There are a couple on the way to kill but once you
get to the camp, hang back and try to shoot the brigand near the
fire with arrows first.  The leader himself is pretty tough and it
just helps if you can fight him alone.
     Either way you dispatch of the brigand camp is good.  Talk to
the woman and reassure her son is safe.  Read the journal to learn
of where the camp has been keeping their loot.  Throw the switch
near the woman to re-open the passage and head back.
     Cross the bridge and hang a right and head up the dirt path.
You'll come to some snow and some wolves.  Kill or avoid them and
find the cave.  There's a lot of gold and jewelry (especially
remember to get the jade bracelet because you'll need it in Minoc)
in here so take it and keep following the cave.  You'll come to a
small lake.  Dive in (kill the piranha first) and head to the
underwater cave.  There are some air bubbles so you won't drown.
Empty this place out and head back through the cave.
     Follow the path back down the mountain but this time don't
cross the bridge back.  Slide down the mountain and you'll be right
at the farmhouse.  You can talk to the woman and her son and receive
their thanks and then it's off to Paws.
     You'll meet a troll guarding a bridge.  He demands 10 gold.
You can pay it if you have it but if you just ask him how much 10
gold is it will confuse him long enough for you to go into his cave
to the north, take the gold and the valve in the chest and head
across the bridge to Paws.  Don't fight him now.  He will kill you.
     Paws is a pretty nasty place.  It's swampy and there are rats
and vultures everywhere.  The healer here will help you for free but
she also needs some Serpentwyne, which will probably have to wait.
Find the broken pump and restore fresh water, for all the good it
will do them.  You can talk to the various people and hear their
depressing stories but if you really want to help them you'll need
to cleanse the shrine first.

7c. Despise (DSP)
Monsters: rats, spiders, pit viper, Wyrmguard (Ooli)
     To get to despise head back to Britain and take the east exit
this time.  You'll meet Sarah, the keeper of the Shrine of
Compassion.  She'll give you the mantra of compassion.  Take a
little detour south and along the way to the beach you'll come to a
lighthouse and one of the many side quests in the game.  The
lighthouse gems have been stolen and being the good Avatar that you
are you agree to find and restore them.  Outside the lighthouse is a
moongate, but you can't use it yet.
     Head north now and you will come across the desecrated shrine
of compassion.  You can speak the mantra to learn a little about how
to cleanse it, if you want.  Once you've done that, move on and you
will come across the first of many statues containing the spirit of
Shamino.  Shanimo's not dead, but he is trapped and this is the only
way for him to communicate with you now.  Talk to him and keep
going.
     Also along the way you'll come across another house and in it
lives your long time friends Iolo and Gwenno.  Gwenno tells you that
Iolo has disappeared and she will also tell you a little about
Despise.
     This first dungeon is really just a warm up and a way for you
to get your confidence up.  They will NOT all be this easy.
     As you first approach the column the entrance is just to the
right.  Watch out for the troll.  Head into the entrance and follow
the path.  You can drink at the fountain you come to if you want.
After the fountain make a right.  You'll come to some webs blocking
your path.  You can use a flame spell or of you have the flame sword
you can just hack them away.  Throw the switch to open the grate and
come to the first intersection.
     To the right is a locked door.  Listen to the conversation and
then look on the ground to the left of the door.  There is a chest
and inside it is the key.  Open the door to rescue Felix and Castro
and learn about the Kiran stone.  After this head back out to the
hall.
     To the left is another locked door.  To open it ignite the
torch on the left of the door and it will open.  Head on in and kill
the rat.  In a corner there is a red potion just in case.  Now
you've got to do some jumping, but it's really not as bad as it
looks.
	There are a series of columns and you have to leap to each one
to get to the top.  A tip for this is to make sure your cursor is
green on the spot you want to land before you jump.  Once you get to
the top you find the yellow Kiran stone.  Head over to the next
column and push the blue button to open the gate.
     Go through the gate and down the hall.  Jump in the pit and go
through the passage.  In the next room is a painting.  If you look
at it, some armour appears that you can take if you want.  There is
also a chest and a healing fountain.  Continue to the next hall and
pull the lever to open the passage.
     In the next room is a big pool and some platforms at each end.
On the end nearest where you entered is a bucket of water.  Take it
and move it to the next platform.  This opens the door.
     Near the wall in this fountain in the next room is the body of
Mourdin, one of the other companions Felix and Castro were talking
about.  Read his journal to get a clue about the next piece of the
Kiran stone.  Look on the wall for a crooked shield and touch it to
open a secret passage with another healing fountain.
     Head back to the last room and down the next hall.  You'll come
to a painting of a pentagram and if you touch it, it produces a
potion.  Keep going and you will come to a dead end with a rat and
some gold and a key in his nest.  Kill him and then look in the
corner for a chest with a bow and arrows.  The key opens the door to
the next room.
     In this room you have to shoot the target above the door to
open it and continue.  The next room is a dining room...of sorts.
Find the tapestry on the wall and the key near it.  Go up the stairs
on the platform and step on the pressure plate.  It will open a
passage to the chest.  In it are a key and a map of West Britannia.
It's a treasure map so the key unlocks the chest you will find
there.
     Step on the pressure plate in front of the chest and it will
teleport you to the next room.  There are spikes on the floor in the
next hall but you can run across them with no damage if you time it
well.  Pull the lever at the end to open the gate and go to the
circle in the room and the blue Kiran stone appears.  Take it and go
back to the dining room via teleporter.
     In the room after the dining room there is a chest in the
corner with a spell scroll and a healing potion.  On the other side
of the room is a blue button that opens a passage to an Alchemy
(potions) lab.  You can read the books and make some potions if you
want.  It didn't tickle my fancy to do so since you find potions
about everywhere, but by all means go for it if you want.  Once
you're done here find the lever that moves the fountain and opens
another secret passage.  Go down the passage and find the button
that opens the gate.
     In the next room there are two options.  There's a pit and you
can jump in and climb out to the next side, but there's a pit snake
down there.  Optionally, when you first enter to the right is a
fenced off area.  Move a barrel to the fence and jump over via the
barrel.  Throw the switch and the pit will close.  In this room is a
small pool of water with a key to the next room.
     Either way you solve the pit dilemma the next room is a temple
of Virtue.  Ignite the four torches, two braziers and the candle to
make the ankh shine.  Step into this to be healed, but it only works
once.  On a bench is a key you need to grab also.
     As you leave the temple you hear someone yell to pull the lever
so do that and you will release Thadious, the last of the four
travelers.  He will give you the green Kiran stone.  NOTE: Thadious
is in a closing wall room and if you let him die, it's bad for your
karma, but the stone will appear in a box anyway.  Just rescue him.
If you step on the area the pit will open and start to close on you
also, so avoid it.
     There are two passages in this hall.  Go in the open room and
look on the back of the sphere on a post and press the button.  It
makes the key in the next room come to you.  The key opens the room
at the end of the hall.
     This room is a cave with four pedestals and a book.  The book
tells about summoning the Kiran shield, but you need to find the
last stone first.  Go to the next room and push the button on the
back of the fountain to free the rat (and then kill it).  Open the
chest and go to the next chamber.
     You've finally found the waterfall the travelers were talking
about.  Near it is a lever.  Pull it and it opens an alcove with the
last red Kiran stone and another sack.  Keep going on the far side
of the waterfall room and go where the corridor turns.  You've
finally found the column and a bridge that leads to it but it's
guarded by a Wyrmguard named Ooli.  Hmmm...that sounds familiar.
It's actually Iolo and you're going to have to fight him but when
you wound him he will ask for compassion.  (You can kill him if
you're that sick and you'll still be able to complete the game, but
don't because Iolo trains you in bows later and besides...it's
Iolo!)
     Once you've spared Iolo you can cross the bridge and get the
glyph out of the column.  Go back to the pedestal room and put the
Kiran stones on the pedestals and receive the Kiran shield, which
gives you a magic boost when you have it equipped.  You're done with
Despise now so retrace your steps and head on out of the dungeon.

7d. Paws Revisited (PWR)
     Once you exit Despise you will meet Raven.  It's hard to tell
what her intentions are right now, but she's got a ship and you're
going to need it.  First her boss wants to meet you, but not until
you bring a rune proving who you really are.  You've got a glyph, so
you're halfway there.  All you need now is the sigil, which the
mayor of Britain has.  But he's gone off to Paws to rescue his sick
daughter.
     You get to Paws only to find that Meribeth has been kidnapped.
Great.  On the southeast outskirts of the village is a house
occupied by the goblin kidnappers.  They're pretty strong and you're
still fairly weak so be careful when you attack them.  Once you
rescue Meribeth her father will be only too grateful to hand over
the sigil.
     While you're here you should talk to Peg Leg Joe again and have
him train you in staffs for 250g.

7e. Cleansing the Shrine of Compassion (CSC)
     Now you have all the necessary tools to cleanse a shrine so
head back east to the shrine and place the glyph and sigil on the
altar.  Now say the word of power and watch the wonders of a shrine
cleansing.  You can now increase one of your stats.  I suggest
strength or dexterity no matter what class you are because you won't
be able to use useful magic for a while anyway.  Before you leave
the shrine don't forget to take the rune and the sigil.  You can't
complete the game without them.

7f. Britain Revisited (BTR)
     After you cleanse the shrine go back to Britain and you will
see that things have changed a lot.  People are talking of
compassion again.
     (This is not required, but I suggest making a stop at LB's
castle to talk to him and visit your room.  You can drop off the
sigil because you won't need it for a while (not the rune yet
because you need to show it to Raven).  Also, now that the shrine is
cleansed the first level of magic is open.  You probably have at
least the Light spell so you can visit the secret room you teleport
to in LB's bedroom and use the binding pentagram to bind your first
spell (see Binging Spells for more info on this).  You can also
stock up on some potions if Despise emptied your stock.)
     Head to the docks and show the rune to Raven.  She is satisfied
that you are the Avatar and she will take you to meet her boss now.

7g. Buccaneer's Den (BCD)
     Raven's boss is a man named Samhayne and he lives on the
southern part of the islands.  It takes a bit to find him but once
you do he will tell you that he has the Codex but if you want it
back you're going to have to get rid of the column on New Magincia.
Not that Samhayne is any kind of good Samaritan, but the column is
causing whirlpools and they are bad for his business.
     There are no docks on New Magincia so you're going to have to
do some research to figure out how to get there.  A cartographer
(map maker) would be a good person to ask.  He tells you there is a
secret tunnel, but it is protected by a password known only to
members of the guild.  Luckily your new buddy Raven is in the guild
so just ask her for the password (keelhaul).
     There are several side quests here in Buccaneer's Den so don't
go running off just yet.  If you've gone off exploring the town
you've probably seen the slave market where a young girl named Katie
is being held.  There are a few ways to set her free (and help your
Karma).  The first way requires you to go to the slave market BEFORE
you talk to Samhayne.  Katie will tell you that she came here
looking for work and she has a letter that proves it.  Go past the
market and past the man being beaten and you will see a ship docked.
By the way, along the path to this area on the ground is a map of
Buccaneer's Den, but it's hard to see especially at night.  Anyway,
go on the ship and find the chest and inside is the letter.  Take it
to Samhayne and he will take care of the girl.  There are two other
ways.  The first is to just kill the slave keeper.  Pretty brutal
and not my first choice (besides, there is a part in the game later
that she is in if you don't kill her).  The last option is to buy
her and odds are you don't have that kind of cashola yet.
Alternatively, if you just wait until later in the game Katie will
be set free by circumstance anyway.
     Once you've got Katie's letter go see Samhayne.  Take the boat
or swim to the other side of town.  Go up through the pub and take
the lift to Samhayne's office.  Give him the letter FIRST and then
talk to him about the columns and his "proposition".
     On the southwest hill near Samhayne's house there is a hole
that leads to the sewers with treasure, gems and a scroll.
     Moving on now.  Remember the missing Silver Serpent from
Britain?  Well, you're surrounded by pirate thieves so there's a
good chance a stolen snake might be here.  On the north side of the
island behind the slave market is a path up the mountains.  Here you
will find a pirate cave hidden by leaves.  Go in and follow the
path, avoiding the spikes.  You'll find a chest with gems and then
you'll come to a point where the gates close on both sides of you
but just look for a rock sticking out of the ground and touch it to
lower them.  Go down the path and listen to the conversation.
     You can go down to the lower level and fight the pirate and
then go on the ship and get the treasure.  Once you've done that go
back to the upper level and shoot the target with an arrow.  Kill
the pirates and take the key one of them leaves.  Touch the
pentagram and the barrier and the Silver Serpent disappear.  The
serpent transports back to Britain so all is well there now.
     Head out of there and go northwest to another pirate cage.
Fire the cannon to open the cave and get the Gauntlets of Fury
(these add 5% to any damage you inflict).  There are two cannons so
make sure you are at the northernmost cannon and you will have to
fire it twice.  Then walk over to the cliffs and drop to the opened
cave instead of just swimming.
     Back in Buccaneer's den, remember the guy being beaten?  Talk
to his beater and then fight him to free Linus and help your karma
some.
     On the southern part of the island is a cave with some treasure
and the green lighthouse gem.
     If you have a bottle of rum you can take it to the haunted
lighthouse and give it to the ghost and he'll tell you where to find
the sunken treasure.  I usually forget a bottle of rum at this
point, but you can come back later because you'll be back to restore
the lighthouse anyway.
     Once you've completed the sidequests here head to the east part
of the island and the New Magincia tunnel.

7h. New Magincia (NMG)
     Explore New Magincia and you will notice that the population
has dwindled down...to one.  Katrina is here and she has the sigil
of Humility but she won't give it to you until you get rid of the
wolves and vultures first.  Hmmm...must be that time of the month,
or perhaps Katrina has been corrupted by the columns also.
     Anyway, head to the west side of the island and you will find
the vulture nest on a small peak, which you must burn to destroy.  A
little further south is the alpha female (she's inside a green dome)
of the wolf pack you need to kill to deal with the pack.
     Those tasks being done, Katrina will give you the sigil.  Head
to the north of the island and find the peninsula near the moongate.
Turn around and you'll see a small cliff with the flat rock Katrina
spoke of.  Climb up there and stand on the rock and the shrine will
appear.  Swim to the shrine and meditate and you will be sucked down
into Ambrosia.

7i. Ambrosia (ABR)
     Ambrosia is the underwater city of the gargoyles, but all is
not sunshine, lollipops and roses here.  You'll meet Exferlem and he
will tell you there is a civil war between the winged and wingless
gargoyles.
     Something to note about Ambrosia is at this point the wingless
gargoyles will basically ignore you but the winged ones will
actually attack you so be careful.
     Walk around some more and talk to the other gargoyles and
you'll learn that you need to speak to Wislem, but you can't yet
because he lives in a floating house.  Super.  Anyway, you need to
find Voresh and talk to him and then take the holding cell crystal
off his shelf.  Take it east of his office and drop down where
you'll find another similar crystal and an empty pedestal.  Place
your crystal on the pedestal and the walls will open and you'll meet
Nameless.  He's a very disturbed little boy.  But he has flying
boots and he will take you to them.  Walk through his wall and head
left to find a corpse and the boots.  There is also a scroll telling
how to use them you can read.  While you're down here there is
another human who will sell you some stuff.
     So now you can fly.  To do this press space to jump and point
your little Avatar skyward and walk like normal.  It doesn't use
mana, but the boots only work in Ambrosia anyway.
     Fly up and find Wislem's house and talk to him.  Agree to help
him with the statue and get the power cube.  Before you go to the
statue go to the Temple of Singularity.  Read the books and another
will appear.  Read it and another power cube appears.  Take it to
the top of the temple and place it on the pedestal and the Amulet of
Singularity will appear.  Take it and now head to the Queen statue
and place the power cube.
     Looks like Wislem is not as great a genius as he thought he was
and you are now truly the false prophet.  The gargoyles in the dome
have precious little time so find Wislem and get the crystal to his
workshop.
     In Wislem's workshop, place the crystal on the empty pedestal
and a yellow power cube will appear.  Take it to the Queen's chamber
directly west of the workshop and place it in the pedestal.  The
ground will open and you'll meet the queen.
     Your goal here is to get a gargoyle egg and get the heck out.
You do NOT need to kill or even fight the queen.  It's bad for your
karma and besides, she's pretty pissed off so I wouldn't even
recommend fighting her anyway.  Run around her, grab an egg and
split.  It's actually pretty easy.  Take the egg to the teleporter
and you will be teleported to Hythloth.  This next part is kinda
tough because you do two dungeons pretty much back to back, so get
ready for a long haul.

7j. Hythloth (HTH)
Monsters: spiders, rats, piranhas, Wyrmguard
     From where you start follow the path to the end and you'll see
a statue on a pedestal.  Visions of things to come, I'm sure.
Anyway, turn around and go up the stairs and down the tunnel.  Make
a right at the intersection and in the next room hack or burn the
webs on the floor in the center and go down and turn the valve.  Go
back to the top of this room and on the other side there is a tan
brick sticking out.  Press it and it opens a passage and releases
some spiders.  Follow the new passage to the end and you'll find a
chest with the green key stone.
     Backtrack through to the intersection and go straight.  Follow
this tunnel right and then left and you'll come to a big, nasty
swamp.  Yes, you have to wade through this crap, but no worries.
Head to the southwest corner and you'll find a platform with a red
(cure) potion and a yellow (healing) potion so you should be good as
new.  In the chest are the swamp boots, which allow you to walk
through poison without taking damage and another yellow potion.  On
the other side of the room is another chest with a light scroll, if
you want it.  Now you've got to ride the lift in the middle to the
next level.
     Anyway, in this room there is the pedestal for the yellow key
and a lever that opens a gate.  You can't do much with the pedestal
so just throw the lever and backtrack to the intersection and
through the newly opened gate.  At the next intersection take a left
and then a right.
     In this room is a hole.  Jump in and then dive down and swim to
find the red key statue.  Next to it is a valve that raises the
water level in the hole so you can climb out.  Go back to the second
intersection and go straight to a large room.  The gates close when
you enter this room.  Take the leggings from the gate and the walls
start to close.  Run to the far gate and just before the walls
squish you the gate opens.
     At the next intersection go right and follow the tunnel to the
small room at the end.  Remove the web and dive in.  Swim and find
another valve that opens the next gate.  Go back to the intersection
and go right.  In this room is a series of pillars you have to jump
on to get to the green pedestal.  You have to jump in a specific
order or else the pillars will fall.  Here is a diagram of the order
you need to jump to get to the pedestal: 1, 2, 6, 9, 12, 10, 7, End
1  2  3
4  5  6  7  End
8  9  10
11 12 13
     Once you place the statue (you will know you've placed it
correctly when lightning strikes and the pedestal rises), turn the
two valves.  One opens the left path, which only has a chest with
potions and some gold.  The other opens the next gate.  Go back to
the intersection and turn right.  There are a couple of rats in this
room and a chest with the blue key statue.
     Go back to the second intersection and go right.  Follow the
tunnel to the red pedestal and place the red key statue.  Continue
through this room and turn right at the intersection.  In the next
room there is a valve above the doorway, which lowers the water
level allowing you to grab the yellow key statue.
     Head back to the last intersection and keep going.  You'll pass
a binding circle and the blue pedestal.  Place the blue statue and
then keep going down the tunnel and then make a right.  You're at
the base of the column.  Dive in the water and watch out for the
piranhas as you swim from platform to platform.  Swim to the back of
the column and dive for the entrance and grab the glyph of Humility.
     Backtrack WAY back to the main swamp room with the lift in the
middle and ride it up to the yellow pedestal and place the yellow
key statue.
     Now that all the gates are open head back to the area around
the second intersection.  Follow the tunnels to the foggy,
transparent tunnels.  Make the first right here and you will come to
a key behind glass.  Walk around, grab the key and find the central
room with the chest.  Unlock the chest and there will be a lever to
open the gate to the north.  (NOTE: There are two chests in this
area.  One has treasure and another key statue.  This is not the
correct chest.  If you are at this chest, go west.)  Go north after
you raise the gate and make the first left to the teleport pad.
Teleport out and go left, right and then swim to the shrine.
     NOTE:  There is another part of Hythloth that is even more
complicated and frustrating than this one.  I, personally, have
never done it and I have no desire to and there is no reward so I
have not included it.

7k. Cleansing the Shrine of Humility (CSH)
     Place the glyph, sigil and say the mantra and then choose which
area you would like to improve.

7l. Buccaneer's Den Revisited (BDR)
     Return to Buccaneer's Den via the tunnel and go see Samhayne.
Rather than giving up the Codex as agreed, you are ambushed by
Blackthorn and taken to the dungeon Deceit.

7m. Deceit (DCT)
Monsters: mimic, skeleton, hellhound, Wyrmguard (Hairam) and
Wyrmguard clones
     **Remember, all may not be as it seems in Deceit.**
     You wake up in your cell with nothing.  Look at the wall
opposite your bed and you will see a secret door.  Push it and
follow the path to the spider.  Touch the spider and you will become
ethereal, which means you can walk through things (you will know if
you can walk through something because it will be transparent) and
touch things, but you can't pick anything up.
     Go back to your cell and walk through the bars.  Push the
button outside to open the cell door and go back to the spider and
touch it again to become real.  Go back to your cell and through
your door and get the key and the sack.  Back to the spider again
and then unlock the next door.  Walk through the gate and open it on
the other side.  Back to the spider again and then go through the
passage to your left.
     In the next room ignore the chest (it's a mimic and you don't
have a weapon) and touch the brazier.  An orb will rise and the room
will start to flash color.  When it is green the next door will be
unlocked.  At the intersection go right and you'll come to a room
with three buttons.  One produces a healing potion, one a vision and
one a skeleton.  Kill the skeleton and take his cutlass.
     Follow the bath back and to the left and you'll come to a lava
room.  If you paid attention to the vision you know you can walk on
the blue glow to the platform safely.  Press the left button and get
on the lift (watch out for fireballs).
     At the next platform press the second button from the left in
the middle row (it should be blue) and a stairway will appear.  Go
up and press the button and ride the lift back to your starting
point.  Now press the right button and ride the lift to a new
platform.  Adjust the statue (using the buttons on the wall) until
it is facing the marble face on the pillar and fire until you hit
it.  Once you hit it adjust the statue again so it is facing the
marble face on the wall.  Hit that and the lift will return you to
your starting point.  Press the left button and ride the lift to the
central part of the room.  Press the button and the lift will stop.
Jump out and teleport to the next part of the dungeon.
     Follow the walkway around to the right.  No, that's not the
real glyph.  When it disappears press the button to make a bridge
completing the left part of the walkway.  Turn your attention now to
the table with the buttons.  They adjust the marble face block.
Press the blue one nine times and the purple one nine times and the
block should be in position.  Run around the newly created left path
(watch out for fireballs from the statues) and touch the large
statue to fire a blue orb at the marble face.  If it hits, a lift
will appear.  If you miss, go back and adjust.  Once you hit go back
to the lift and ride it to a teleporter.
     The room you teleport to has a spider.  Kill it and a bow
appears.  Touch the statue for arrows.  Look in the mirror near the
statue to heal yourself, but not the other one because you'll get
blasted by a fireball.  Shoot the gold face to produce a stairway.
Step on the plate at the top and shoot the gold face that appears to
create a walkway back to the teleport pad.  Teleport back and ride
the lift to the walkway.
     Going towards the table of buttons halfway there is another
gold face.  Shoot it to create a bridge.  Jump to the bridge and
turn the valve to lower the lava and uncover more of the room.
     Go back to the end of the right walkway.  Jump down to the
rocks and find the alcove and teleporter.  The room you teleport to
has two chests, but they're both mimics.  Stand on the carpet and
shoot the gold face and the blue orb will appear.  Take it and
teleport back.
     Go right when you exit the alcove and climb over the boulders.
You'll come to a blue obelisk (pointy square statue) and when you
press it the lava recedes for about 15 seconds.  Run to the chest
and open it and grab the red orb.  Hurry back to the boulders and
high ground before the lava rises again.
     Go to the middle of the two walkways and place any orb in the
orb holder.  Drop down to the left and touch the obelisk.  Hurry to
the next orb holder and drop an orb.  Work your way back to the lift
that took you to the first teleporter.  When you get there look down
and you'll see another teleporter.  Drop to it and teleport to a
room with a green button.  Touch it and a gold face appears on the
wall.  Shoot it and more appear.  Keep shooting until a grey target
appears.  Shoot it and take the green orb that appears.  The chest
in this room is safe.  It has two healing potions.
     Teleport back and touch the obelisk.  Run to the orb holder and
place the green orb.  Touch the next obelisk and run to the next
one.  Touch it and run to the next path (under the bridge that is
slowly appearing with each orb) and you'll see another teleporter.
     Teleport to the new room and press the button above the
pedestal.  A gold face appears over the chest.  Shoot it and the
next one will appear above the teleporter.  Shoot that one and the
last one will appear by the torch.  Take the yellow orb and the
scroll and hammer from the chest.
     Teleport back and place the final orb in the final orb holder.
The walkway is complete now so touch an obelisk and run back to your
start point in this room.  Take the lift up to the walkway.  Go town
the walkway to the pentagram teleporter.
     Teleport to the core of Deceit.  You meet the Wyrmguard Hairam
and her hellhound.  Kill the hound and a path to Hairam will appear.
She creates two clones.  Kill one of the CLONES (they are armed,
Hairam is not) and a lift appears.  Take the lift to the column and
take the glyph of Honesty.  Take the lift back to the teleporter and
teleport to the very beginning of Deceit.  Exit stage left.
     Once you exit Deceit you'll find a note from Raven that says
she was looking for you in the dungeon.  You'll also meet Duncan,
who accuses you of stealing his dagger because Tydus in Moonglow
told him you did.  Better check out who's spreading tales about the
Avatar.

7n. Moonglow (MNG)
     You'll first meet with the deceit in Moonglow in a little boy
outside the city.  He tells you his father is being attacked by
muggers.  If you find the boys house he has some more lies for you.
Anyway, you need to find Tydus, who lives in the north part of town.
Talk with him and he will send you on a mission for the staff of
wisdom.  If you go to the cave he tells you about you won't find the
staff, but you'll find Duncan's dagger.  There is a shipwreck
nearby.  Explore it to find the Arms of the Magi, which gives you
another magical boost.
     Go back and talk to Tydus again and he sends you to another
cave in the north this time.  This cave is guarded by a demon.  He
gives you an offer that sounds too good to be true, but it is so
take him up on it.  Take off your weapons and the demon will give
you the Heartstone, which allows him to escape and gives you the
source of Tydus' power in Moonglow.
     Return to Duncan and give him his dagger and he will train you
in 2-handed weapons.
     Head back to Moonglow and explore.  You'll probably meet the
boy who cries wolf again.  Believe him again (good for karma) and
eventually you'll meet his father Joshua who tells you his journal
(in shack near lighthouse) can shed some light on your quest.
     Find Tydus again and now that you have the Heartstone he is
forced to reveal the Lycaeum to you (the staff of wisdom is not
real, by the way).  An airship will take you to the Lycaeum and the
Oracle.  The Oracle is actually the Book of Truth.  Answer "yes" to
its question and it will let you take it.
     Now you need the sigil.  Batista says she can give you the
sigil but she wants her shield back first.  Her shield is in
Mariah's house and if you didn't kill Mariah in Deceit she'll be
there and happy to give you the shield and teach you the Restoration
ritual.
     When you first walk into Mariah's house look for a storage room
and a trap door.  Under the trap door is a transporter.  It takes
you to the basement.  Look for some hidden doors on the walls (you
may have to move some barrels to get to them).  There is a pressure
plate in each hidden room.  Put a barrel on each one and the shield
is released.  Give it to Batista and she will give you the sigil.
Now go cleanse the shrine.

7o. Cleansing the Shrine of Honesty (CSO)
     Place the glyph, sigil and say the mantra and then choose which
area you would like to improve.

     Once the shrine is cleansed, Raven will appear at the dock with
your backpack (finally!!) and an apology.  Forgive her and decide
where you want to go next.  You can do them in any order, but I go
to Yew first that way I can stop in Britain and sell extra weapons
and gems and then I go to LB's castle to dump runes and sigils in my
room and the winged boots because clearly you will not be using them
again.  I usually bind spells also.  Then talk to LB and he will
open the passage to Yew to the north.
     Take the path out of town towards Paws and then take the branch
off to the right.  This will lead you to the goblin path, which is
really a sort of maze but it's not too difficult.  Once you get out,
that's when the fun really starts.  You are dropped off right in the
middle of a goblin camp!  Really, it's not too bad.  The regular
goblins can be easily killed with one hit (assuming by now you are
using a broadsword, at least).  It's the big guys with the helmets
and the 2-handed axes that you might have some trouble with.  Attack
them from a distance, unless you are really confident with your
battle skills.
     After the goblin camp is another camp but this time with
gypsies.  Clear them out and take any loot you can find and move on.

7p. Yew (YWX)
     When you arrive at Yew you can either explore or head straight
to the court in the northeast part of town.  You'll get a feel for
what "justice" has become in Yew and you'll learn that Raven stands
accused of genocide of the gargoyles.  Despite your best efforts
Raven is sent to Wrong to await execution.
     Back in Yew, find Desbit, an assistant to Vasagralem and
convince him Raven is innocent.  He will set up a meeting with
Vasagralem.  While you're waiting for that head to the library.  Fix
the books and the Book of Justice, which tells about the mantra and
sigil.  You can also be trained in second level bows while you're
here.  Find a big bird named Eustus in the snowy mountains northeast
of town and he will give you the sigil if you allow him to test you
and then answer "no" to all his questions.
     You find Vasagralem in his home and he's pretty angry.  Calm
him down and he realizes his mistake and gives you the Red Codex
Lens.  He also tells you to meet him near Wrong and he will show you
a secret entrance.  Swim to a small island northwest and dive under
and you'll see a tunnel.  Follow it into Wrong.

7q. Wrong (WNG)
Monsters: guards, spiders, brute, zombie, staff guy, mimics,
piranhas, Wyrmguard (Annaj)
     Wrong is a prison so there are guards.  Do not fight them.
They will throw you in a cell without your stuff and if you remember
Deceit, that's no walk in the park.  Wrong is also very confusing,
so get ready for some frustration.
     When you arrive, keep swimming and walk down the tunnel to the
door with the skulls.  Touch the left one and the door opens.  Touch
the ankh painting and a button appears.  Touch it and a cell opens
briefly.  Sneak to this cell and move the bench to reveal a secret
passage.  By the way, if you get captured, this is where you'll end
up.
     Anyway, take the tunnel to the end and enter the cell.  Place
the lantern on the pressure plate to open the gate.  Follow the
guard (carefully) and duck into the room on the right.  Open the
chest to find they key.  Go back to the lockbox and open it with the
key and pull the lever to open the gate.
     Take the stairs down (watch for the brute) and to the right to
the torture chamber.  Defeat the staff guy and pull the lever in the
left corner to open another gate.  Follow the tunnel and to the
right and you'll come to a cell with Raven.  Pull the lever to open
the gate, but be warned.  "Raven" is actually a zombie.  Kill it and
inside the cell is a note about the real Raven.
     Go down the hall and pass the open gate.  Head right a few
times and then a final left into the main corridor.  Go to the end
of the corridor (watch out for the guard) and then make a left and a
right.  Continue back to the upper level.
     Keep going and make a left, then a right and another right.
Open the gate at the next intersection with the lever in the
lockbox.  Back up until the guard walks past the gate.  Sneak up and
lower the gate so the guard can't get to you.  Now go down the other
hallway and the first cell on the left has the real Raven.  Refer
back to the note you found and the skulls around the door.  Touch
them in this order:
    5
  3   2
  1   4
     The door opens but there is a wall of fire.  Jump through it
and turn one valve to put the fire out and the other to open the pit
and free Raven.  Raven tells you to go find the glyph and she gives
you a key.  Wait until the guard goes into a cell to do checks and
then drop the gate on him.  Go up the hall and use the key to open
the door.  Follow the tunnel down to the lower level.  In this area
are also other prisoners.  Release Jean-Paul, but not Montego (it's
bad for your karma)
     Make a right at the end of the ramp.  Halfway down the hall is
another gate.  Look on the walls for a secret brick (slightly
different color and sticking out about half an inch) but wait until
the guard isn't looking to press the brick to open the gate.  Go
through the gate and then right into a small room.  When the guard
walks in, use the lever to close the gate behind him.  At the other
end of the room find another secret brick and press it.  Go upstairs
and down the hall to the right.  Lift the inkwell off the desk and
press the button that was under it.  It opens a gate to the right.
Hide against the wall now because a guard will patrol past the gate.
When he moves away from you run through the open gate and go left
then right.  Find another secret brick to open the gate and go down
the stairs.
     Follow the tunnel and then go right.  Press the button.  Go
back up and through the gate and then go right and right again.  The
left button opened the door that once blocked this area.  The middle
one teleports you and the right one sets off an alarm.  In the next
large room there are four chests.  The ones on the left are mimics.
     Go down the hall and to the right to a long room with gates at
each end that close when you enter.  A walkway also drops.  In the
water are several piranhas and a valve that opens the gate.
     Keep going down the hall and you'll come to a room with a
Wyrmguard.  Save before you enter this room.  There is a lever that
will drop a cage and trap Anaaj in the center of the platform, but
only if you hit it right away.  This is the only way not to kill
her, which is why I said to save because it is very tricky to do and
will probably take a couple of tries.  If you can't trap Anaaj and
you have to fight her, she will die.  If she dies the gate to the
column opens.  If you trap her you can talk to her and convince her
to open the gate to the column.  Climb over the rocks to the column
and grab the glyph.
     Go back and to the first room on the right.  Find and press the
green brick and the column disappears revealing a teleport pad.
Teleport to the room with the binding circle and follow the tunnel
and head right to a cell.  Go through the cell and turn left and go
to the end of the main hall.  Turn left at the fountain and go down
the tunnel and out of Wrong.  Head to the shrine now.

7r. Cleansing the Shrine of Justice (CSJ)
     Place the glyph, sigil and say the mantra and then choose which
area you would like to improve.  You're getting up in levels so you
might want to start improving intelligence so you can start using
the cool magic you're unlocking.

     Head back to Yew and meet Vasagralem in court to have your and
Raven's names cleared.  It seems that the cleansing of the shrine
has caused an attitude change in town.  There are a couple of things
to do before heading out.
     Northwest of town you will find a load of goblins (so go
prepared) and the burned ruins of a village.  BTW - on the way to
the village you will come across another Shamino statue and two
stone heads.  Ignite the mouths of the heads and you will be
rewarded with the bolt of flame scroll.  Anyway, once you get to the
village you don't really have to do much here except wipe out the
goblins and check out the village.  Trust me and do this now.  It
will save you a trip later.
     This is pretty much it for now so head back to Britain.  On the
way, just south of Yew there are some lakes.  Find the small one and
look up into the mountains.  You should see a platform with a crate
on it.  Inside this crate is the sapphire lighthouse gem so pick
this up now.  Take care of any business in Britain (selling extra
weapons, etc) and LB's castle (dropping off extra junk & binding
spells) and then head off to Minoc.

7s. Cove & Minoc (CNM)
     You will probably first come to a small shop in Cove where you
can learn some information from the keeper.  Next you will meet some
guards, which you will need to bribe to see the First Citizen Raxos.
Talk to him and provoke him into a fight.  I know, it's not very
Avatar-like but you need to kill him to get the key to Nico's cell.
There is also another key on the counter in Raxos' house to take and
before you go look on the floor by the table.  There is a hidden
panel and under it is a necklace you will need soon.
     Go around the side of Raxos' house and free Nico and he will
give you the Orb of Moons and teach you the Return Ritual, which
allows you to travel by moongate to shrines that have been cleansed.
     If you are in Cove after dark find the abandoned house and go
upstairs.  There is the ghost of a little girl named Dayla and she
needs her dolly.  There is a waterfall in Minoc that you will come
to soon and her dolly is there.
     Behind Dayla's house is a crypt with some very upset ghosts.
They want their jewelry back.  One piece is the necklace you just
got from Raxos' house and the other is the bracelet you got way back
from the cave between Britain and Paws.  Inside the crypt (building)
there is an open coffin.  Put both pieces in there and the ghosts
will finally be able to rest in peace.
     When you get into Minoc Blackthorn is there trying to extort
information from the gypsies.  The Avatar steps in and Blackthorn
curses the gypsies.  Talk to the Rom Baro and he tells you he will
help you find the blue codex lens if you bring him the blackrock
crystal ball from the Blackrock Mines.
     Find Morganna and she will help you despite Blackthorn's curse
and she will also suffer the consequences of the curse.  But now you
have the mantra anyway.
     One last thing to do before you head off into Covetous is to
find Gringolet.  It is a sword and it is located in the underwater
tunnel that connects Cove and Minoc on a rock shelf near the
southern end.  Head to the mines.

7t. Covetous (CVT)
Monsters: Bats, Skeletons, Lothar, Ghosts, Zombies, Wyrmguard
(Ailuj), Lich (Khelereth)
***NOTE*** Covetous was one of the more problematic dungeons in
terms of bugs and crashes for me.  I think it has something to do
with the earthquakes you might experience once in a while.  Just
remember to save often.
     I know, by now you're probably as tired of dungeons as I was.
And although Covetous is no dance around the maypole, it is one of
my favorites because it is a mine and you can find T-O-N-S of gems
and blackrock, which you can sell and use to get the blackrock sword
later.  There are seriously so many gems down here that you will
have no trouble filling your bags and you will probably have to be
choosy in which gems you take.  Obviously take the most expensive
ones (see the chart in shops) and make sure you take at least 4
pieces of blackrock as you will need them in Trinsic.
     Oh yeah...magic doesn't work in Covetous either.  This includes
potions, which makes no sense since you can find potions throughout
the mines.  Bummer, I know.  It's also pretty dark so cast a light
spell to get you started before you go in and make sure you're
properly healed up.  Later you will find the helm of radiance but
until then we don't want to be wandering around in the dark.  Also,
look for small, green bubbling pools.  These will heal you.  Another
downside to no magic is the ghosts.  Ghosts are immune to physical
attacks and that is all you have here so when you see a ghost, run
or avoid them because they pack a punch and you can't bite back.
     Ok, you start by following the rail to the first open cavern.
You'll probably meet some skeletons and you will learn that it is
very hard to kill them with a sword but a staff makes easy work of
them.  However, they regenerate so if you want to avoid this take
one of their bones and dump it somewhere else.  Explore this area
and you will see chunks of blackrock lying around.  It's the
purplish black rocks.  Take them because you will need them.  Once
you're done exploring take the path to the north and into the next
cavern.  Head west and then north into another small cavern and you
should find a small alcove with a gearwheel you will need soon.
     Remember, this is a mine so you should start seeing gems in
these hidden alcoves and blackrock on the ground.  Take it!  When
your bag starts to get full then you can start dumping the cheaper
gems but don't pass anything up right now.  Head back to the first
cavern and find a room to the east with some spiral ramps.  Climb
them and go down the tunnel.  Go around the back of the lift
mechanism and turn the valve to stop the water.  Install the missing
gear below the smaller one (a bit tricky to properly place it) and
turn the valve again to restore the water.  Now the lift will work.
Climb back down the ramp and head for a path on the east side of the
cavern towards the lift.  You should meet Lothar and you must fight
him using Gringolet.  Defeat him and he drops a key.  Take it and
unlock the box near the lift.  Press the button and take the lift to
level 2.
     Follow the track around to a cart.  Push it and it breaks the
barrier.  Jump in the next cart and ride across to the other side.
To the west there is a healing pool behind a rock.  Go east now
between the rocks near the column.  There will be some crates and
hidden in the back is an open one with the next key you need.  Head
back across the chasm and to the west is an alcove.  Talk to Skully
and agree to take him back to his grave.  Grab his skull and head
back to the lift and head town to level 3.
     Follow the track again but stop at the bridge at the gap.  If
you stay on it an earthquake will happen that will (either crash
your game) or drop you into a pit of skeletons, which is no fun.  So
take one of the paths on the sides instead.  Back on the track
follow it until it ends.  To the right (south) of the blockage is a
pile of rocks.  Climb up and over and you will come to a small
alcove with a healing pool and the Helm of Radiance.  Beyond this is
another rock pile to climb and this leads down to a path around the
blockage.  Find the three powder kegs and touch, but don't move them
to clear the way.  Go through this passage to the north and you will
come to some graves.  Skully's is way north in the alcove and once
you return him to his grave you are rewarded with the final lift
key.  Take it and head back to the lift and down to level 4.
     Before you follow the tracks go around the back of the lift and
find a hidden tunnel to a large cavern.  There are many gems (even
diamond in the ceiling) but there is also a bladed staff, which is
the real reason why we came.  Grab it and any loot and head back to
the tracks.  When you get to the large watery cavern you have two
choices.  You can head through the path to the north, which is easy
or you can be daring and head to the eastern path which holds tons
of gems and a healing pool.  Either way you end up at the base of
the column and you meet Ailuj, who is really Julia.  Anyway, talk to
her and convince her to resist the Guardian and she passes out.
Dive underwater to the column and get the glyph.
     Head back to the main cavern and take the path to the west this
time.  In the next cavern there is a blocked passage to the west so
blow it up with the powder kegs and continue on.  There's a lava
canyon in the next area but there is a path around it to the west.
Go through the large doors and if you read the plaque on the floor
you see you have to give up Gringolet to continue.  I have read that
there is a way to complete covetous without having to do this but it
is pretty complicated and I haven't tested it yet so for now just
drop the sword on the pentagram and continue on.
     You meet the Lich, the first real boss.  He can be a pain and
it did take me some time to beat him so save before you go meet him.
First, he summons zombies, which must be defeated before you can
touch him.  He summons them right behind you, no matter where you
are standing so when you finish talking to him move or you are
likely to take a hit from one and become poisoned.  Patience is key
here but move around because if you stay still too long you are
likely to get hit with lightning from the Lich.  Defeat the zombies
and then start hacking away at the Lich.  Even if he is invisible
you can still hurt him.  Once he is defeated a blue orb appears in
the middle of the room.  Touch it to open a passage to a chest with
the blackrock crystal ball that the gypsies in Minoc want.
     To the right of the chest is a passage that leads to a shortcut
out.  Find the powder keg and move it to the grate on the floor.
Blow it up and swim on out to the north.

7u. Cleansing the Shrine of Sacrifice (CSS)
     Back in Minoc give the blackrock crystal ball to Laszlo as
agreed and he will see that he has to help you.  He gives you the
key to his wagon and then dies a horrible death as agreed by
Blackthorn's curse.  In his wagon are the sigil and the blue codex
lens.  Cleanse the shrine and head back to the docks and meet Raven.

8. Halfway There(HWT)
8a. Terfin (TFN)
     This is about the halfway point in the game.  Congratulations
for making it this far!
     Raven tells you that you are ready to sail on your own but you
need to go to Buccaneer's Den first to get the charts.  But on the
way Raven loses control of the ship and you are pulled to Terfin,
the Guardian's home.  You can explore if you want but there's really
not much to see or get here.  When you're ready head to the
Guardian's chamber.  You see Samhayne and right before he is killed
he asks you to tell his daughter Raven that he loves her.  You will
now face the Guardian and you will also learn that there is nothing
you can do to him-yet.  Every time you try to hurt him you hurt
yourself instead.  The Guardian then destroys Skara Brae because
they were not affected by the columns.  The Guardian tells you to
think about all this and then you are transported out.  Go back to
the ship and give Raven the bad news.

8b. Buccaneer's Den Re-Revisited (BRR)
     Head to the map maker and buy the charts of Britannia for 250
gold.  Raven's house is southwest of the map maker so go meet her.
She has a surprise for you.  She brands you so you are now a member
of the guild and you can buy more stuff in town now.  Then they make
a little Avatar love.  When you wake up read the note that Raven
left for you and go meet her on the docks (or explore more of
Buccaneer's Den that you might have missed before).  She will give
you a navigation book and you learn how to sail the ship yourself.
It's not that hard but I prefer to have Raven sail for me.  Just
lazy, I suppose.

8c. Britain Again (BTA)
     Head to Britain to sell all your gems from Covetous, extra
weapons and stuff and drop any runes and sigils in LB's castle.  If
you talk to people in Britain you find that someone has been
besmirching your good name.  In the east outskirts of town near the
shrine is your evil twin!  Talk to him and put him in his place.
     Back in Britain head to the graveyard in the east part of town.
Go to the old house on the hill behind the graveyard and you will
find a ruby-eyed skeleton that has been causing problems.  Defeat
him to calm the restless spirits.
    Next go to the Cathedral of Love and talk to Kimberly (the woman
who was cussing about the silver serpent before).  Turns out some
money is missing and she suspects the mayor's assistant Killigan.
Go to the mayor's house and talk to Killigan.  He refuses to hand
over the money but tells you it is in his storeroom.  Look at the
ground behind the tapestry in this room and you will see a hidden
door.  Open it and go through to the storeroom.  Under the table is
the bag of cash for the cathedral and if you use Etheral Sight you
can find a note from Blackthron to Killigan.  You can confront him
with this also and Killigan gets busted.

9. Moving on...and on and on (MVO)
     All the loose ends being tied up in Britain you have the choice
to either go to Jhelom...I mean Valoria or Trinsic.  I choose
Trinsic because I like to get the blackrock sword and you've got all
that blackrock now.

9a. Trinsic (TRN)
     Talk to the people of Trinsic and you see that the columns
effect has reached them.  The Chalice of Honor is gone and there are
ghosts hanging around.  First find the blacksmith in the south part
of town.  Commission him to make a blackrock sword (you should have
plenty of money after selling all those gems from Covetous and more
than enough blackrock) and he will tell you to come back in the
morning.  However, when you go back he tells you your blackrock was
junk and he won't give you your money back either.  What a rip!
     Oh well.  Head into the haunted bastion and either fight
through or avoid the ghosts until you meet Lucian.  He tells you
Dupre knows the mantra but he's not haunting this bastion.  To talk
to him head to the shrine south of town first and talk to the
shrinekeeper Myrea.  (On the way to he shrine is a small cave
guarded by some goblins.  If you can get past them you can take the
Staff of the Dead).  She tells you to get his remains from the fort
west of Trinsic and bring them to the shrine.  The fort is guarded
by a couple of gazers so hang back and take them out with mana
arrows, if you have them.  Complete the ritual of Spirit Speak at
the shrine and Dupre will tell you the mantra and that the sigil
(the Chalice of Honor) is at the bottom of Shame.  Super.
     If you have been talking to people you have noticed that there
is a spy skulking about.  Before you go off to Shame, after you have
spoken to Dupre you can find the spy west of Trinsic.  Fight him and
read his journal.  Make the journey northwest of Trinsic (just
follow the path and watch for hellhounds) to Shame.

9b. Shame (SHM)
Monsters: Zombies, Wyrmguard (Eve)
     The dungeons are getting tougher.  Fortunately there are just a
few left.  Start Shame by going through the door.  Press the red
button on the wall to lower the force field.  Watch for the arrow.
Next you need a black potion or an invisibility spell to get past
the gray eye and raise the gate.
     In the next room there are two exits and two eyes watching
them.  Go to the back of the room by the tapestry and turn around
and look up.  Shoot the golden face and the eyes look away.  Take
the west, or left exit.  In the next room there is an eye that
shoots red and blue fireballs.  Find the face on the wall and stand
between it and the eyeball.  Dodge the fireballs and until a blue
one hits the face and a door will open.
     In this room there are two suits of armor.  Touch them and two
more faces will appear.  Have the blue orbs hit them the same way.
One opens a room with some potions and the other opens the next
room.
     There is a button on the wall that makes the face appear but
this one is a moving target, which makes it slightly more difficult.
Try to predict where the face is going to be when the orb gets to
the wall and stand there.  It may take a few times but when it
finally hits it opens another door.  Kill the zombie and press the
button to dispel the barrier in the other room. Head back there.
     Watch for the arrow in this room.  There is a green button near
the door.  Press it and you see a black statue.  There is also a
blue button.  Press it and the statues in the room start changing
colors.  Touch each one when they turn black.  When they are all
black a new statue appears.  Touch it when it is red and a chest
with the black orb appears.  Take it and head back to the first area
with the two eyes and go down the east path now.
     In the next room there is a pressure plate.  Tempting, I know
but don't step on it unless you want to feel the wrath of a bunch of
fireballs.  Instead head to the table with a bunch of buttons on it.
The top button reveals, yes another face.  The red diamond fires a
blue orb but this time when it hits the face it bounces.  You have
to use the buttons to keep making faces appear as the orb bounces.
It's a pretty easy pattern.  Start at the bottom row and go left to
right and then the same on the top row.  For those who need a more
visual map here you go:
     (1)-(makes the first face appear)
7  8     9  10
3  4 <2> 5   6
      |
(Fires the blue orb)
Now, just because the pattern is easy it does take some timing so
just be patient.  When you hit the last face a door opens to the
next large area.
     In this room the floor is red and grey.  Avoid the red parts as
they transport you back to the other room, on the panel that shoots
fireballs.  Tread and jump carefully into the room.  Walk around the
grey path and turn around.  Shoot the face to open more of the room.
However, some of the red spaces start moving too.  You need to get
to the face you just shot and on the other side is a button.  Press
it to rotate the eye and allow you to sneak to the doorway.  It will
take some practice.
     In this room the eye follows you while you try to flip the
levers.  It takes some practice also.  Try to stay ahead of the eye
because if it catches you the levers reset.  Once they are all
flipped go back to the red and grey room and there is a new opening
on the south side.  Place the black orb on the pedestal and part of
the upper level comes down giving you access.
     You want to try to stay on this level because if you fall you
have to work your way back here to get back and it's just a pain
sometimes.  There are three glowing orbs in this room and a statue.
You need to turn the statue each of the colors (order is not
important) by touching an orb and then touching the statue.  Watch
out for fireball eyes and of course, try not to fall.
     Start by pressing the blue button across from the binding
pentagram and a lift appears.  Take it to the statue.  Follow the
path (be careful jumping) to the southwest corner.  Step into the
blue orb and walk back to the statue and touch it.
     The red orb is nearby but it is protected by a forcefield.  Go
to the eye shooting at you and find the button on the back.  You're
probably going to take a couple of hits here.  Press it and the
forcefield is lowered.  Step into the red orb and go back and touch
the statue.
     Southeast of the red orb is a small staircase.  At the bottom
is a button that summons another lift east of the statue.  Ride it
to the yellow orb, step in and ride it back to the statue and touch
it.  The statue disappears and you are rewarded with a teleporter.
Step on it.
     You are trapped in a crystal barrier.  Touch it and it will ask
you for the mantra of honor.  Speak it and the walls disappear.
Jump down to the rocks in the northwest and grab the lightning
sword.  Head to the column and defeat the Wyrmguard.  Go and grab
the glyph.
     Dupre also told you that the sigil was here also.  Take the
path north near the column and you will meet Blackthorn, who indeed
has the Chalice.  He will make a trade for the red and blue lenses
(remember...he has the Codex) so don't do it.  If you do Blackthorn
has everything he needs and the world is destroyed.  Game over.
Anyway, when you refuse he destroys the Chalice and storms away.  It
would seem you are stuck but when you try to leave Dupre explains
that the Chalice was only a symbol and he tells you to choose
another.  There are hundreds and they are all the same so just pick
one.  Find the teleporter which takes you back to the upper level
teleporter.  Jump down to the lower level and head back to Trinsic.

9c. Cleansing the Shrine of Honor (CSN)
     The guard at the haunted bastion tells you that to empower the
new Chalice you need to place it at the foot of the statue to the
west of the bastion.  Do this and then head to the inn and find
Virgil.  His house has been taken over and he needs a paladin to
close the portal.  Lucero is your best bet so go see him (above the
blacksmith).  Give him a few good words but eventually Dupre's ghost
will appear again and seal the deal.  He will meet you at Virgil's
house, which is southeast of Trinsic.  Now, these phase spiders just
suck.  And the queen is a pain in the you-know-what.  I usually save
the glass sword for her and although I have beaten her once before
without it I can tell you from experience that it will just save you
a lot of heartache to use the glass sword.  Unfortunately Lucero is
killed by the queen but his death gives the new Chalice its full
power.  Talk to the guard again and he allows you to take it.  There
are still some things to do in Trinsic but first you need to restore
the honor so go cleanse the shrine to the south.

9d. Trinsic Revisited (TNR)
     First things first.  Remember that blacksmith that took you for
7,000 gold?  Go talk to him again.  He has your sword and he is so
sorry he refunds 2,000 of your gold.  Nice.
     Next, head back to Virgil's house and go east a little.  There
is a goblin camp and if you can fight your way through it you can
get the Birttanian Star.  You can trade this to Bakura in Yew for
the highest staff training but you have to train with the staff guy
in Trinsic first.
     There is a small lake to the north of town with a Shamino
statue.  At the bottom of this lake you can get the Leggings of
Sentri, which allow you to jump further (and are pretty stylish
too).
     Finally, before you leave, on the west side of the island just
south of the spy camp there is a shipwreck.  Check out and you
should find the ruby lighthouse gem.  You are welcome to explore
more and talk to people.  When you are done head to the boat and
have Raven take you to Valoria.

9e. Valoria (VLR)
     When you arrive on the island walk west from the docks.  You
will meet Sir Reynald, who is dying and wants you to return his
shield to his family, so take it for now and head back to the ship.
     Keep going and you will come to the main gates.  Touch the
yellow gem in the stone statue and the spikes will lower.  Walk up
the path but you are denied entrance.  Lambert tells you to bring
him the head of a red dragon, which can be found in (surprise) the
dungeon Destard.  But just to make things interesting Destard has
been sealed off.  Great.  Just head back to the boat for now.
     Zombies are attacking the boat so deal with them and then have
Raven take you to Britain.  Sell any gems, extra stuff, drop
unnecessary items in your room, bind spells and anything else you
need to do.  Then head to the pub and find Sir Robin who knows of a
secret entrance to Destard.
     Take the path out of town that leads to Paws.  You can stop and
talk to people and then take the northwest path out of Paws, through
some hills.  Keep going west and you will come to a secret entrance
in the mountains that leads to Dawn, or what was Dawn anyway.  Find
Molly, the only survivor, and she will tell you how the dragon came
and laid Dawn to waste and then settled into Destard.  As for
actually getting in now.  Head into the snowy mountains nearby.  You
are looking for a square area with a body near it.  Cast fire spells
on the square and this will melt the ice revealing the entrance to
Destard.  This is a long one, since it is really the last except the
Abyss so make sure you are prepared for a long trip.

9f. Destard (DST)
Monsters: Hellhounds, Slasher Demon, Demon, Giant Rats, Wyrmguards,
Wymnguard (Yerffoeg), Wyrmguard (Dartane), Piranha, Mimics.
     Although you don't learn this until later, Destard is a mine
also.  You won't find gems lying around like in Covetous because the
dragon hordes them but there are many gems in chests, crates and
barrels so be on the lookout for them.
     Jump down through the hole you melted and follow the tunnel
into the first big lava room.  Walk around and take the left, or
west path out (you can just walk between the spikes.  In the
southwest corner there is a pressure plate.  You need to put
something, anything on it (maybe an empty flask from a potion or
some other useless inventory you have).  This makes a barrier to the
north disappear.  Head there and in this room is a slasher demon,
which you can fight or avoid.  I avoid.  Either way, head to the
north of this room and in a small alcove is the red eggshell.  Take
it and backtrack all the ay back to the first lava room.
     Cross this room and take the path to the east now.  Follow it
right (south) and a demon appears.  Kill it and then head left
(north).  In this chamber there is a prisoner.  Kill the rats first
and then he will tell you how he came to be there and how the
Wyrmguard are training dragons.  He tells you the key is in this
room (on a ledge in the center).  Free him now because he will
really die if you wait until later.
     Continue in this cavern to the northwest and you will meet the
ghost of Adreanna who tells you more about what happened in Dawn.
She asks you to kill the dragon and find out what happened to her
husband.  Put that in your palm pilot to-do list and move on to the
east.
     In this chamber you meet the Wymnguard Yerffoeg and if you are
as smart as I think you are you know this is really your companion
Geoffrey and you shouldn't kill this Wyrmguard.  Taunt him instead
and he backs down.  Take the Glyph of Valor.
     That's it?  The glyph already?  I thought this was a long
dungeon!  We're done already!
     Ah, that's right.  The dragon.  Oh well.  Head back to Adreanna
and in the north there is a small alcove with a teleporter that
takes to you to the next part of Destard.  Dartane meets you.
Defeat him and another Wyrmguard.
     Continue north past the fireball dragon into the next room and
throw the switch on the wall to turn him off.
     Turn east as the next intersection and then south and you will
see a small cell.  Open it with the lever on the wall and take the
red skull.  There is also a key in the pile of bones in the corner.
Drop something on the pressure plate to open the gate again.
     Continue east and defeat the Wyrmguard.  Behind the door are
two more Wyrmguard and the training center.  Look in the northwest
corner for crooked daggers on the wall.  Touch it to open a secret
passage.  The chest here has the green eggshell.  There is another
secret passage near the barrel in this hallway with another chest if
you need some stuff to sell later.
     Go back to the main hallway and go all the way west.  You will
come to a healing fountain, which you probably need by this time.
Keep going and you will come to a key on a pedestal.  Tempting but
if you take it the floor moves opening a spike pit and you get
assaulted with fireballs.  And I understand the key is useless so
this just looks like a trap.  Don't take the key.
     Instead go northwest to a cavern with a demon.  Defeat him and
look around for a body.  Read the book.  INOPIA.  For those of us
who played U5 we know that is the word of power for Destard.  For
those who didn't...now you know.  In the northwest corner of this
cavern are some treasures to grab before you go.
     Go back out to the key of death on the platform but before you
get to the intersection go north.  In the next room there are two
pressure plates.  The first one simply raises a pedestal but the
second one seals off the room, summons zombies and reveals two
buttons.  Fight off the zombies and hit one of the buttons to raise
the gates.
     Go north out of this room and down the next hallway.  At the
intersection take the right (west) path and follow it around.  You
will find an alcove with some treasure and then you will fight a
Wyrmbuard.  Eventually you will come to an alcove with some human
remains and Darim's journal.  Take it so you can tell Adreanna later
what happened to her husband.  The door at the north vanishes when
you walk to it.
     Go through this corridor and prepare to fight another demon.
Continue on and at the intersection take the right (east) path.  In
the next room the doors close again and poison fills the room.  Run
to the north end and press the block protruding from the wall.  This
opens the doors again.
     Take the east door and run past the skulls (they shoot
fireballs at you.  Turn north (left) at the end of the path.
Welcome to Xanthral's crypt.  You notice the white haze in the
middle.  Tempting, but if you touch it a lich appears and for no
good reason so just avoid it.  Instead look for the stairs to the
east.  Look in the box under the stairs and take the key.  Unlock
the door at the north end of the room.
     In this room is a coffin and a huge zombie torso.  Defeat it
(it looks way worse than it really is) and the lid to the coffin
disappears revealing the yellow eggshell.  Take it and go back into
the lich room and then back into the hallway and backtrack north.
     Follow the path and you will come to another fountain that
restores mana.  So, if you're low on health cast heal or full heal
and then restore your mana.  Take the east corridor from this area
and fight through the spiders and the webs to the blue eggshell.  If
you're having trouble taking the eggshell, you probably have to cut
through the webs around it first (they're hard to see).
     Back in the mana fountain room there is a path to the north
that leads to an exit, if you know the word of power, which we do.
We're not done yet but if you're near death and just can't hang in
Destard anymore you can leave and come back later.  For those of us
stout enough of heart to continue, take the west path out.
     In the next room is a locked chest.  The key is in one of the
crates to the left.  Unlock the chest and take the red candle.
     Continue south to the next room.  Oh baby, can you say
motherlode?  We have found the heart of the mining operation in
Destard.  Gems galore, and I'm not even exaggerating.  Clean it out
and talk to the miners (you only have to talk to one since they all
say the same thing).  Climb out of the pit using the rocks and go
south.  In the rock wall are some wooden planks sticking out.  Touch
one to reveal the secret passage to another alcove with more
treasure, but kill the piranha first.
     Now we need to go way back.  Back to the mana fountain and take
the south exit.  Go back through where you fought the demon and
found Dartane's journal.  In the hallway around a square room (with
the pentagram painting on the wall) look for a hidden door on the
south wall.  There is a key in some webs you need to destroy to
take.  There is also some treasure in the pit but none in the
barrels.  If you destroy the barrels you'll be stuck (unless you're
wearing the Leggings of Sentri, which allow you to just jump out).
     Go to the east hallway.  There is a room blocked off by a
forcefield.  Look on the pedestals and press the green buttons on
each.  Now go in each of the rooms on the side and look up above the
doorways.  Press those green buttons and the forcefield is lowered.
     Here is the temple and some worshipers you have been hearing
about.  They talk a lot of trash but they won't bother you.  Go to
the front but before you read the book look to the right in the
corner and flip the switch.  If you read the book first the dragon
statues roast you.  The switch turns them off.  The book gives you
instructions for the demon ritual.
     To the south is an alchemy lab.  Take the gems in the treasure
and then look on the tables for the red flask.  Take it and go up
the stairs.  When you get to the top you can access the upper level
of the temple.  Go around and get the key from the chest and then go
back and down the other side of the stairs into the library.  Touch
the crooked picture and take the key that appears.  It opens the
door, which leads to a room with treasure and the red globe on a
pedestal.
     Go back to the main temple and go to the east door between the
dragon statues.  There is a binding pentagram if you need it.  Touch
the dragon statue to reveal another room with a severed head.
Gross, but take it anyway.
     Back to the temple and then take the west exit.  Keep going
west to the Summoning Pit.  Here goes nothing.  Put the candle,
flask, skull and globe on the four pedestals.  Then put the severed
head in the middle of the pentagram.  If you've done it correctly a
demon will appear.  Defeat him and he will leave the Summon Demon
scroll.  Take it and the red candle because you will need it later
(but not the other junk).
     Well, we're done with this part of Destard so find your way
back south to the teleport pad that brought you here.  It takes you
back to Adreanna so talk to her and give her Darim's journal.  She
gives you the white eggshell in the hopes that you can defeat the
dragon and free their souls.
     Head back to the first chamber.  Notice the 5 pedestals in the
lava?  To get to them there is a point where you can jump to the
platforms without getting burned.  Walk around until you find it.
Place each eggshell onto a pedestal.  You'll know you've placed the
correct one if the pedestal sinks.  Once all five are placed the
barrier to Talornia is lowered.  Time to take care of business.
     Talornia will talk to you for a while and then it's go time.
Keep your distance and hit her with powerful magic.  If your mana
runs low try arrows.  When the dragon is dead take the head and any
gems she leaves.
     The treasure chamber is now open to the east of the main
chamber.  Loot this place (watch for mimics) and then head back to
the teleporter.  On the way talk to Adreanna again and she will
thank you.  Teleport to the other part of Destard and make your way
to the exit to the north.  Give the word of power and make your way
out.

9g. Valoria Revisited (VRR)
     Well actually you probably should make a stop in Britain first
to sell your gems from Destard and extra gear but eventually your
next destination is Valoria.  Now that you've got the head they have
to let you in.  Talk to the people in Valoria and you will learn
about the Demon Triumvirate among other information.
     One person to talk to is Meranthon.  He knows about the Tome of
Demonology but he is dying.  His wife can help him but she is
scared.  A little smooth talking from the Avatar will convince her
to heal him.  Unfortunately the Guardian kills him after, but he was
dying anyway so it's a wash.
     As you try to leave Valoria a demon appears looking for Eris.
Eris had agreed to trade the sigil to the demons if they leave
Valoria alone.  However, demons have never been known for their
honor so when Eris gives up the sigil the demon kills him anyway.
     Leave Valoria and go to the glade in the northwest Meranthon
told you about.  Before you enter the cave search the body just
outside.  You should find Jordan's journal.  Take it and go in the
cave.  There are a couple of monsters and sitting on a ledge is the
Tome of Demonology.  Read it to learn that the Triumvirate can only
be defeated if attacked all at once.  You need two more knights to
help you.  Sir Artos (the night completely covered in armor) will
help you if you goad him enough.  Sir Lambert (the gatekeeper) will
help you, with a little convincing from his brother's spirit.
     There are a few other things you might want to do before taking
on the demons.  For one thing, Old Jak (behind where Meranthon was
dying) will train you in 1-handed weapons.  Also, check the islands
on the southern shore for the shipwreck mentioned in Jordan's
journal.  In it you can find the War Bow of Blood.

9h. Cleansing the Shrine of Valor (CSV)
     Head to the northwest islands to the shrine.  This demon is for
you.  When you defeat him the sigil appears.  Lambert and Artos will
take the other two and when they are defeated Artos will give you
the mantra.  You know what to do now.  Head to the shrine and make
it all happy again.  When you are done in Valoria go back to the
docis.  The boat is gone but just light the signal fire and Raven
will come pick you up.

9i. Britain One More Time (BMT)
     Raven discusses the problem of the last shrine.  You cannot get
to the shrine until it is cleansed because you need to use moongates
to get to the shrine of spirituality.  Quite the conundrum.  Raven
then wants to discuss your relationship.  Honesty is the best
policy.  After you clear the air with Raven she tells you Lord
British wants to talk to you.  It's about time.  Head to Britain.
     When you get there do the regular ritual of selling extra
stuff.  Then find Flann outside the Cathedral of Love.  Give her
Jordan's journal.  Head for the castle when you're done here.
     Lord British is gone.  Talk to his butler, or whatever that guy
outside the door is, and he will give you a note from Blackthorn.
Seems that LB has decided to chase him into the Abyss alone.  Before
you leave you're going to need the sigil.  Talk to Siona, the lady
at the harpsichord and she will teach you to play "Stones" and give
you the sheet music for it.  Go into Lord British's bedroom and play
"Stones" on his harpsichord and the sandalwood box will disappear
revealing the ankh of spirituality (more U5 references, anyone?).
     Well, your next stop is Skara Brae.  Bind any spells while
you're here and drop any gear you don't need.  Also, if you're a
ranger, remember the key from Stonegate at the beginning?  Now is
the time to take it.  Head to the docks and have Raven take you to
Skara Brae.

9j. Skara Brae (SKB)
     The Guardian does have a strange sense of humor.  You are met
by his laughter on Skara Brae.  Oh well.  Soon you come across
another Shamino statue.  He tells you that you need the ankh of
spirituality (which you should already have) to enter the Well of
Souls where his body is.  He also tells you that you need the bell,
book and candle and that they are in Serpent's Hold, The Lycaeum and
Empath Abbey, respectively.
     Walk a little further into Skara Brae and a big head statue
will talk to you.  It used to guard Skara Brae but there's nothing
left to guard anyway.  Talk to the head and then before you leave it
tells you to stand on it's palm.  When you do it gives you the
mantra of spirituality and heals you.
     Before you go into the well if you have the ranger key from the
beginning the chest on the east shore has a blackrock helm and
blackrock gauntlets.
     The Well of Souls is in the Temple of Souls north of Skara
Brae.  It is guarded by a lich, but you should not have any problems
with him at this point.  Dive in the water and swim through the
tunnel to the temple.  Jump in the well.

9k. The Valley of Souls (VLS)
     Welcome to the Valley of Souls.  Here you will find all manner
of tortured souls, trapped for one reason or another.  Your job is
to find three of them trapped for abandoning the principles of
truth, love and courage.  In turn they will give you information
about the bell, book and candle that you need.
     The first person you meet is Calan.  He was a thief and
abandoned the principle of truth.  Talk to him and show him the
error of his ways.  He tells you to consult the oracle in the
Lycaeum in Moonglow for the Book of Truth.  His soul is then
released.
     Next is Elizabeth.  She is in front of the first house to the
north.  Talk to her and find that she abandoned her baby and the
principle of love.  Tell her you will bring her baby to her and show
her what love is.  Go southwest to a house.  You will hear the baby
crying when you get close.  Go upstairs and take the baby from the
bed.  Take it back to Elizabeth.  She tells you the monks in the
cathedral (Empath Abbey) know the secret of the Candle of Love.  Her
soul is then released.
     Last is Mathis.  He is in the ghost pub to the north of
Elizabeth's house.  Talk to him and find that he abandoned the
principle of courage and fled from a test of bravery.  If you went
to the ruined village near Yew way back when you will be able to
tell him his village has been destroyed (if not, guess where you
have to go before you can free his soul).  He tells you the Bell of
Courage is in Serpent's Hold and then his soul is also released.

9l. The Three Part Quest (TPQ)
     Now that you have the info it's time to gather the three
relics.  Leave the Valley of Souls and head back to Britannia.  If
you have been following this guide you probably already have the
Book of Truth, but here it is just in case.

The Book of Truth
     Destination: Moonglow.  Find Tydus' house and take his elevator
to the airship.  It takes you to various locations in the upper area
of Moonglow.  Your stop is the Lycaeum.  You must pass the Oracle's
truth test.  Answer that you are responsible for the destruction in
Britannia and the Oracle will let you take the Book of Truth.

The Candle of Love
     Empath Abbey is located northeast of Stonegate (west of Yew and
North of Deceit) in the mountains.  Obviously you are looking for a
ruin.  When you find it talk to Brock about love.  Go a little
further into the mountains and up the steps.  Light the braziers.
The temple will rise.  Jump up the rocks on the side of the mountain
to the altar on the second level.  The Candle of Love is presented
to you.

The Bell of Courage
     First sail to Trinsic.  The ruins of Serpent's Hold are east of
the southern tip on a group of islands.  Find the small island
southeast of the big one and look in the water.  You should see some
ruins that look like the top of a castle.  Dive there because that
is where the entrance is.  You have to swim to it quickly or you
will drown before you reach the airlock so make sure you are not
wearing any heavy armor since that slows down your swimming.  When
you get to the airlock you can walk normally so put your armor back
on.
     There are ghosts down here so either have some magic or the
lightning sword ready.  Follow the east corridor.  Run over the
floor because it disappears revealing a spiked pit.  Take the key
and the fireball hit and head back east to a corridor that circles
around to a door.
     Inside is Groldek, the arch-mage.  He talks a big game but just
jump to his platform and he is easily killed.  There are also
blackrock boots where he was standing and a teleport scroll in the
corner by the stairs.
     Leave this room and you see a wall has disappeared.  Talk to
Lyssa and she will deem you a worthy protector for the Bell of
Courage.  Take it and talk to her again and she will train you in
swords.

9m. Skara Brae Revisited (SBR)
     Head back to Skara Brae.  The Shamino statue will congratulate
you and tell you to hurry to the Temple of Souls to re-establish the
link.  Head back there and jump back into the well to the Valley of
Souls.  Head to the west and find a cave.  Shamino is in here.
First there are four braziers to light.  This lowers the forcefield
surrounding Shamino. Next do as he directed and place the bell, book
and candle on their pedestals.  First read the book, then light the
candle and finally ring the bell.
     Shamino is back and better than ever.  He has learned a lot on
his journey and he discusses it with you.  You both agree Lord
British is in no condition to confront Blackthorn but he sealed the
passage to get there when he used the gate ritual.  After much
discussion and thought Shamino summons Malchir who, after some
convincing, teaches you how to summon Pyros.  Shamino then tells you
that it is within you to see the Isle of Avatar and it does indeed
appear.  Head to the docks and Raven will take you there.

9n. Isle of the Avatar (IOA)
     The Guardian taunts you some more when you get here.  What a
bully.  Oh well.  Follow the grassy path to the center and you will
come across a pentagram.  Just what you need!  Place some ash, silk
and a piece of blackrock on the pentagram.  Next take the demon
skull from the pole nearby and put it on the pentagram also.  Last
place the red candle (you did take it from Destard like I told you
to, didn't you?) in the center and ignite it.  If done correctly you
will summon Pyros and he will take you to the Abyss.

9o. The Abyss (ABS)
     When you arrive you are shown four statues with colored light.
This is where you need to go so climb the rocks and jump in.  There
are basically four parts to the Abyss; Air, Fire, Water and Earth.
Each section has a boss you need to kill and a globe you need to
get.

Air
     You start off at the air section.  Go down the east hall first.
Kill the gazer and then look up for a light colored brick.  Press it
and then go back down the hall through the west path.  In the next
open room stand on the face on the floor.  There will be lightning,
which you should avoid and blue orbs firing at you.  If this sounds
familiar, it should.  Stay on the face long enough for an orb to hit
it (move before it hits you).  When it does a water globe and a
transporter appear.  Take the globe but don't step on the teleporter
yet.  It takes you to the fire level.  Instead go back to the main
shaft and drop down and put the water globe in the holder.  This
opens another path so take the teleporter back up to the air level.
Go back down the west path and in the room there will be some
stairs.  Take them up and go through the wavy wall.  You appear in a
large open area.  The paths here consist of the poles rising.  They
are actually not too hard to jump on, especially if you are wearing
the Leggings of Sentri.  Your goal is the large mountain north to
where you start.  Make your way there and meet the dragon.  Kill it
and a teleporter appears.  Take it and when you get back now take
the teleporter to the fire level.  Note: There are also some other
things in the dragon room, some other monsters and a mana pool.
There is also a lightning sword but you have to use Ethereal Sight
and it's just a pain.  Plus by now you should have a lightning sword
so I did not include it.  Just kill the dragon and move on.

Fire
     Take the north path.  You come to a room with two hellhound
statues.  They won't be statues for long though, so be prepared to
fight.  When they are defeated press the buttons.  One raises a
pedestal and the other reveals the fire globe.  Take the globe and
press the light brick on the wall.  Go back to the column and drop
down.  Place the fire globe and teleport back up to the air level
and then down to the fire level.  Go down the south path now.  Douse
the braziers and a teleporter is revealed.  Drop off the fire globe
at the bottom and take the new teleporter to the Plane of Fire.
     Go northwest from where you arrive.  Then southwest, south and
south again.  Go slight east and then north.  Kill the demon here
and step on the new teleport pad and head to the Earth Floor.

Earth
     There are magic darts on this floor.  You can avoid them but if
you use invisibility you won't have to.  Go east from here and in
the next room there are some magic eyes.  If you aren't invisible
then spike pits will open, so you should probably make sure you're
invisible.  In the right corner of this room there is a plate.  Put
something on it (you will get it later) and steps will appear.
Climb them and when you get to the top jump to the ledge and touch
the ankh.  The crypt opens and in it is the Time Stop scroll and a
note from Hawkwind.  Jump down and touch the panel and grab the
potions if you need them.
***NOTE: You will only need Time Stop once in the game, so there is
no need to bind it to your spellbook.  However, if you have a touch
of the OCD like I do and you want every spell in your book, there is
a way to do it.  Before going on to the next room jump in the center
pit (the spikes won't hurt you) and press a button to teleport you
to the bottom.  Climb the stairs and through the portal is a binding
pentagram you can use.  It's a lot of trouble and completely
unnecessary, but there it is for you anyway.
     Either way when you go into the right Earth room cast Time Stop
and cross the room.  If you don't cast it you will take a lot of
damage, possibly die or have to waste a lot of potions.  Grab the
green earth globe and step on the teleporter.  Drop off the earth
globe and step on the new teleporter to the Plane of Earth.
     This is a tough one because of the creepers.  If you go to the
west from where you arrive you will find a mana pool but be prepared
to fight a huge creeper.  If you go southeast from the start you
will find a stone demon.  Killing him reveals the new teleporter but
before you go if you go a little more east to the column you will
find a bunch of chests.  Most are mimics but the one just left of
the column has the blackrock armor.  Teleport back and head to the
water floor.

Water
     Head to the left room and you will find a water pit.  There are
fish in the pit you might want to kill before diving in.  The stairs
appear and disappear so this takes some timing.  Swim to the far
wall and climb the stairs underwater.  Wait for some more stairs to
appear and jump to them and press the panel.  Swim back across the
room and go to the right room.
     You've got some icy problems in this room.  Use fireball on the
ice crystal to melt it and reveal the water globe but then some
icehounds appear.  Kill it and tale the globe.  The new teleporter
appears under where the globe was.  Drop off the water globe at the
bottom and teleport to the Plane of Water.
     More icehounds greet you here.  Deal with them as they come.
From where you start work your way counter-clockwise by swimming and
jumping from ledge to ledge.  You should come to a tunnel and at the
end work your way west to a mana pool.  Head back east a little to
the large pool and prepare to fight a sea serpent.  Once he is dead
the teleport pad appears to the east (near where the short tunnel
was).

Bottom Floor
     By now all of the element globes should be placed and you
should have noticed that by placing the globes each one dispelled a
barrier to the square hole in the middle.  They should all be gone
now so you know where to go.
     You arrive at the top of the hill.  Make your way down and you
should see a bridge below.  This is where you want to go but be
careful jumping.  The corpses are gross but the lava is the bigger
problem.  Anyway, when you get to the bridge you will see Lord
British and Blackthorn arguing.  You will go to help but LB won't
let you and he puts up a barrier leaving you helpless to watch.  LB
is still the man and he defeats Blackthorn and then drops your
barrier.  He gives you the Codex of Ultimate Wisdom and then you
need to get the Glyph of Spirituality from the column.  LB will then
teleport you back to the Isle of Avatar near where you summoned
Pyros.
     Go to the Codex Chamber, whip out the red and blue lenses and
get to reading.  You will learn some interesting information and
also some good rituals.  You will also learn the truth about the
Guardian's creation (is anyone else reminded of the movie "Twins?).

9p. Cleansing the Shrine of Spirituality (CSP)
     Well, talk about your major buzz kills.  Anyway, go back to
LB's castle.  He will meet you outside and tell you that to cleanse
the final shrine you will need to go to the Etheral Void.  Sounds
fun.  Here you will meet the ghost of Dupre, since he was already
dead anyway, and if you killed any of your other companions along
the way they will be here too.  Except Shamino and Katrina since
they were never Wyrmguards.
     Anyway, after you talk to any spirits hanging around step into
the temple and teleport to the shrine.  You know what to do from
here.

10. The Final Fight (TFF)
10a. Lord British's Castle Revisited (LBR)
     When you return to LB's castle you will find all eight of your
companions there, even if they were dead before.  Creepy!  Anyway
talk to them and say your good-bye's because this is really the end.
If there is ANYTHING else you needed to complete in Britania, side
quests, training, whatever, do it NOW because there is no going
back.  Everyone knows you will not be back and sad as that is, such
is the life of an Avatar.
     To get rid of the columns once and for all the runes need to be
placed where the glyphs were so your companions take their
corresponding rune and set off to make things right.  You must take
the Sigils to Terfin to fight the Guardian.

10b. Terfin (TFR)
Monsters: Gargoyles (winged and wingless), phase spiders, demons,
Wyrmguards, skeletons,
     When you arrive at Terfin you realize there is one person you
forgot to say good-bye to...Raven.  She knows what's going to happen
and knows she will never see you again either but she knows it is
necessary.
      Well, I know another dungeon was not exactly what you had in
mind, but here it is anyway so let's get at it.  Raven will also
tell you about a secret entrance to Terfin in a cave around the
northwest side, but there is a barrier.  The eight sigils will get
you past the barrier, piece of cake.
     Once inside go forward and to the left and step on the plate.
A gate to the right will open briefly so hurry.  In this corridor to
the left is a button that opens a door behind you that has some
treasure and also a winged gargoyle.  Back in the corridor another
doorway to the left leads to a room with another button in the
northern corner.  There is also a hidden door on the east wall that
leads to some potions and stuff.  Back to the corridor again and
look for a plate sticking out from where you just came.  It will
open the next door for you.  Go left in this area and you will find
a key.  Take it because it unlocks the next door you need to pass
through in...you guessed it...the corridor.
     In this next room the walls will start to close.  Wait for a
button to appear in the far wall in front of you and press it.  It
will open the next door and stop the walls.  Continue on and take
the left path (pass up the path on the right for now) but be ready.
When you get to the next room it will fill with water.  There is a
valve that will stop the water and a switch that opens the next door
on the east wall.
     Go back out to the tunnel you passed.  There are some keys you
need to grab.  Back in the corridor you will come to four panels.
The top one teleports you to a healing pool, which you might need by
now (it has a teleporter that brings you right back so no worries).
The left one summons a gargoyle, so unless you're a glutton for
punishment, leave that one alone.  The bottom one does nothing.  So
by process of elimination the right panel is the one that reveals
the next door you need to go through (courtesy of those keys you
just picked up).
     Go left here and you will come to a couple of globes on
pedestals.  Touch them to dispel the forcefields.  In this room
there is a torch on the back wall.  Douse it and you will be able to
get the key from the center pedestal.  Go north and then west to a
large room and the key you just got unlocks the door at the south
end.  Watch for the phase spider here.  When you escape go right out
of this room and look on the wall for a place to press.  It will
reveal a secret passage.  On the left side of the end of this
passage is another passage that leads to a glass sword (would have
been useful for that phase spider).  There are three plates in front
of the sword.  The right one releases the sword, the other two
summon skeletons.  Your choice.
     After you leave the secret passages go right and you will have
to face a demon.  Once he is dead take the green power cube.  There
is a lever on the east wall you need to press before you can
continue down the corridor to the right.
     Next you meet Maria, whom the Guardian has poisoned.  She wants
you to end her suffering, which is a dilemma.  It is wrong to kill
people but also cruel to let her suffer since she is going to die
anyway.  As far as I know whatever you choose doesn't affect your
journey.  Just something to think about, I guess.  There is a
teleporter that takes you to level two.
     You will meet a lot of Wyrmguards here.  When you arrive look
to the left and touch the painting to open the next door.  Go down
this corridor and just past the intersection on the left is the
first room you can to go.  There is a key in the corner that unlocks
the door across the way, which has Wyrmguards in it.  This is a
pretty unnecessary trip so if you want to skip it go to the next
paragraph.
     Back at the intersection go down the corridor you passed
earlier.  At the end there is another painting and if you touch it
you will drop into a pit (you can climb out) that leads to a mana
fountain if you need it.  Head back to where the painting was and go
north.  There is a lever on the left wall you need to touch.  To the
right there is a key and the yellow power cube.  Take them and head
back to the main corridor.
     Hang a right at the end and when you walk through the door to
the right is the blue power cube.  Take it before you go to the
pentagram teleporter to the left.  You are taken to some tunnels and
there is a demon here so watch out.  Once he is done grab the red
power cube.  Head back to the teleporter that brought you here.
     Remember when you entered this room a block rose to block your
exit?  There is a hole in this thing and you need to put the red
power cube in it to lower the barrier.  Crap, there goes your power
cube.
     Head north in the main corridor, past the first room, and
unlock the door.  There is a gate in front of you and a button to
the right of it that opens it, but it is a complete trap and there
is no reason at all to go in there.  Instead go right and find a
small room on the left.  Touch the knight statue and the skull will
turn into a Death scroll.
     Keep going down this hallway and you will meet Ciara.  She is a
treasure hunter and she just happens to have another red power cube,
which you need.  She will trade it for the key to the Guardian's
treasure room, which you don't have.
     Backtrack all the way back down the hallway you came down and
at the end go right and then immediate left.  You should be blocked
by a gate.  You can either teleport through it or cast douse on the
torch behind it to raise the gate.  Make a couple of rights past the
gate and you will come to a mage's lab.  Touch the painting here and
it will slide and reveal a button.  Press it and it will raise a
gate you passed that has a chest that has the treasure room key.
Backtrack back to Ciara and make the trade.
     There is another pedestal nearby that is begging for your red
power cube like the last one.  A forcefield to the north disappears.
Head down this corridor and in the webs you will find a key.  This
opens a chest in a room behind you, but watch for that darn phase
spider.
     Head back to the corridor of webs and go left, then right and
then left again.  You should be in a throne room and on the left arm
there is a button to press.  It opens a wall back in the corridors
you just came through to the right and inside is a Stone Demon head
with its mouth open and inside the mouth is a lever you need to
press.  It opens a room to the left with four pedestals.  One
already has a red power cube, which is strange but oh well.  Put the
rest of the cubes in the other pedestals and a teleporter to the
Guardian's chamber will appear.  Head wayyyyy back to the mage's lab
and now another long corridor will be open to the north.  The
teleporter is ready whenever you are.
     This is it.  You're in the Guardian's chamber.  First, put the
sigils on the pedestals (doesn't matter which pedestals).  Once that
is done a sphere will rise.  Step into it and speak the words of
life you learned from the Codex.  This will raise the Barrier of
Life and summon the Guardian through the black gate, but fortunately
the gate also shatters.
     The Guardian will start sending lightning your way.  Don't
fight him.  Just keep on keeping on.  Head to where the gate
shattered and pick up three chunks of blackrock.  Take them to the
central circle.  Place the first and you will get a vision of your
companions placing the ruins in the columns and reversing the damage
they caused.  Place the second and you will get another vision of
the moons of Britannia just missing each other and going back to
their original courses.  Place the last chunk, speak the Words of
Armageddon and that's it.  Not to ruin the ending too much, but just
so you know.  You re-absorb the Guardian and then dissolve into
energy and then...ascend.
     Lord British and Raven find your ankh afterward and as Raven
looks skyward there is a new constellation...an ankh.

11. Mantras, etc. (MSS)
11a. Mantras (MNT)
     A mantra is a phrase that one chants to attain inner clarity in
a particular virtue.  Mantras are another thing that has not changed
throughout the Ultimas but in case you've forgotten, here they are
along with who to ask about them in case you want to play the game
correctly.
--------------------------------------------------------------------
Virtue       | Mantra | Who to ask
--------------------------------------------------------------------
Spirituality | OM     | The big head on Skara Brae
Humility     | LUM    | Katrina in New Magincia
Honesty      | AHM    | Book of Truth in Moonglow
Valor        | RA     | Sir Artos in Valoria
Compassion   | MU     | Sara in Britain
Honor        | SUMM   | Dupre's ghost in Trinsic
Justice      | BEH    | Book of Justice in Yew
Sacrifice    | CAH    | Morganna in Minoc

11b. Sigils (SGL)
     A sigil is the physical embodiment of a virtue.  You must have
the sigil to cleanse a shrine and turn a glyph back into a rune.
Also you must have all the sigils to complete the game so after you
cleanse a shrine be sure to pick them up so you don't have to go
back for them later.
--------------------------------------------------------------------
Virtue       | Sigil    | Who to ask
--------------------------------------------------------------------
Spirituality | Ankh     | Lord British's bedroom
Humility     | Crook    | Katrina in New Magincia
Honesty      | Writ     | Batista in Moonglow
Valor        | Dagger   | Defeat demons on Valoria
Compassion   | Heart    | Mayor of Britain
Honor        | Chalice  | Dungeon Shame
Justice      | Quill    | Vulture on the path to Wrong
Sacrifice    | Tear     | Laszlo in Minoc

11c. Glyphs / Runes (GLR)
     Once there were runes that represented the virtues but the
coming of the columns has also corrupted and twisted the runes into
glyphs.  The only way to restore a rune is to get the glyph from the
column in the dungeon and take it to the shrine to be cleansed.

11d. Shrines (SHR)
     Generally most shrines are not too far from the towns of the
virtues they represent, but here they are anyway just in case you
get a little lost.

--------------------------------------------------------------------
Virtue       | General location
--------------------------------------------------------------------
Spirituality |
Humility     | North part of New Magincia
Honesty      | South of Moonglow
Valor        | Northwest on Valoria
Compassion   | East of Britain, near the lighthouse
Honor        | South of Trinsic
Justice      | North of Yew
Sacrifice    | Southwest of Minoc

11e. Cleansing a shrine (CLS)
     Ok, so you've got the sigil, you've got the glyph, what do you
do with them?  You take them both to the shrine of the corresponding
virtue, place them both on the broken alter and a voice will ask you
for the mantra.  Make sure you spell it right and if you've done
everything correctly the shrine will be cleansed and you will earn
an advancement in either Strength, Intelligence or Dexterity (your
choice).  Make sure you take the new rune and the sigil once you've
cleansed the shrine.
***Cleansing glitch***
   I have had this happen several times so I thought it was worth
mentioning.  When you cleanse a shrine the glyph and sigil swirl
around and fly up into the air.  When it is done they are supposed
to fall back to the shrine so you can pick them up.  Sometimes they
just fly up and disappear, though.  Naturally I panicked because you
need the runes and sigils to complete the game.  Anyway, it took me
forever to figure out what was happening.  If this happens to you,
look way up.  They are probably stuck in the air and you probably
can't reach them.  I couldn't anyway and I had to resort to using
the fly cheat to get them.  Just so you know.

11f. Ritual of restoration (RRS)
     Once you've cleansed a shrine you can now perform the ritual of
restoration (only at a cleansed shrine), which restores all health
and mana.  To do this just go to the shrine, give the mantra and the
shrine will ask if you want to perform the ritual.  Say yes and the
shrine will ask you for the incantation: VAS MANI CORP.

12. Magic (MGC)
     One advantage to spells in Ascension is once you bind them to
your spellbook you can cast them whenever you want, so long as you
have the mana.  This means you only need the reagents to bind the
spell to the spellbook once as opposed to other Ultimas where you
needed reagents for each time you wanted to cast the spells.

12a. Reagents (RGT)
     Reagents are various herbs, minerals and other frick-a-frack
used to create potions, bind spells and other magical stuff.  Each
reagent has specific powers and if you study them a little you can
understand why certain reagents are used in certain spells.  You can
buy any of the reagents but you really don't have to as they can be
found in various places throughout Britannia.  You really don't even
have to look for them that hard either because they can all be found
in Lord British's magic room, too.
-----------------------------
Reagent       | Power
-----------------------------
Pearl         | Projection
Moss          | Movement
Garlic        | Protection
Ginseng       | Healing
Ash           | Energy
Silk          | Binding
Mandrake      | Power
Nightshade    | Poison

12b. Language of the spells (LSP)
     It is interesting that the words in spells have actual meanings
and that if you loosely translate them the spells make sense.  Like
An Nox means negate poison and it is a cure spell.  I know it is not
very important, but I think it's pretty cool anyway.
-------------------------------------------
Word   |  Meaning   :  Word   |  Meaning
-------------------------------------------
An     |  Negate    :  Nox    |  Poison
Bet    |  Small     :  Por    |  Movement
Corp   |  Death     :  Quas   |  Illusion
Des    |  Down      :  Rel    |  Change
Ex     |  Free      :  Sanct  |  Protect
Flam   |  Flame     :  Tym    |  Time
Grav   |  Energy    :  Uus    |  Up
Hur    |  Wind      :  Vas    |  Great
In     |  Create    :  Wis    |  Knowledge
Jux    |  Harm      :  Xen    |  Creature
Kal    |  Invoke    :  Ylem   |  Matter
Lor    |  Light     :  Zu     |  Sleep
Mani   |  Life      :

12c. The scrolls (TSC)
     Ah, those crazy scrolls.  Can't find 'em, can't bind a spell
without 'em.  One cool thing is that if you have a scroll you can
use it straight up regardless of what level you're at and it will
cast that spell.  Unfortunately, if you do this, the scroll is gone
forever.  This is fine for some spells where the scrolls can be
found everywhere, but for others that can only be found once, this
is not such a good idea.  Bind them to your spellbook instead.  If
you find a high level scroll way before you can bind it, stash it
somewhere until you can use it but don't waste it.
     I would also like to point out that some of the scrolls are
very hard to tell what they are by the picture.  To figure out what
a scroll is move the cursor over it and hit the X key (for eXamine)
and it will tell you what it is.
     Scrolls can be found, bought, won in battles and beauty
pageants.  Here is a list of the spells and where you might find the
scrolls.

(P) - Black Pearl   (Mo) - Blood Moss   (A) - Sulferous Ash
(Ga) - Garlic       (Gi) - Ginseng      (Ma) - Mandrake
(N) - Nightshade    (S) - Silk

Linear spells
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
In Bet Ylem   | Stone           | N/A           | N/A
In Hur        | Gust            | N/A           | N/A
In Flam       | Ignite          | N/A           | N/A
An Flam       | Douse           | N/A           | N/A

First Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
In Ort Ylem   | Create reagents | P, Mo, A, Ga, |Buy-Buc's Den
              |                 | Gi, Ma, N, S  |
Ort Grav      | Lightening bolt | P, Ma, A      |Find-LB castle
In Lor        | Light           | A, S          |Find-LB castle
Mani          | Heal            | Ga, Gi, S     |Buy-Minoc/Ambrosia

Second Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
In Vas Ylem   | Crystal barrier | P, Mo, Ma     |Find-Ambrosia
In Quas Wis   | Etheral sight   | Ma, S         |Find-Mayor's house
Uus Flam Sanct| Fire armour     | Ma, A, S      |Find-Mayor's house
An Nox        | Cure            | Ga, Gi        |Buy-Minoc

Third Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
An Xen Ex     | Charm           | P, N, S       |Find-Moonglow
Ort Por Ylem  | Telekenesis     | P, Mo, Ma     |Buy-Buc's Den/Minoc
Vas Flam Hur  | Fireball        | P, Mo, Ma, A  |Buy-Buc's Den
An Wis Hur    | Fog             | Ga, N, S      |Find-Moonglow

Fourth Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
An Tym        | Stop time       | Mo, Ga, Ma    |Find-Abyss(Earth)
Ort Por Wis   | Wizard's eye    | P, Mo, Ni, Ma,|Find-Moonglow
              |                 | S, A          |
Vas Lor       | Day             | Ma, A         |Buy-Valoria
Vas An Flam   | Freeze          | P, Ma, A      |Buy-Yew
Grav          |                 |               |

Fifth Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
Kal Corp Xen  | Summon undead   | Mo, Ni, S     |Find-Minoc/Yew
Por Uus Ylem  | Levitate        | Mo, S         |Buy-Trinsic
Vas Flam Por  | Big fireball    | P, Ma, R, S, A|Find-Yew
Vas Mani      | Full Heal       | Ga, Gi, Ma    |Find-Deceit

Sixth Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
Kal Jux Ylem  | Meteroite       | Mo, Ma, A     |Find-Trinsic
Sanct Lor     | Invisibility    | Mo, Ni        |Buy-Buc's Den
Kal Por Flam  | Ring of fire    | Mo, Ma, S, A  |Find-Trinsic
Grav          |                 |               |
Ort Mani Hur  | Mana breath     | Gi, Ma, S     |Buy-Buc's Den

Seventh Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
Kal An Lor    | Death           | P, Ma, Ni, A  |Find-Moonglow
Corp          |                 |               |
Ort Por       | Teleport        | Mo, Ma, S     |Find-Serp Hold
Kal Vas Corp  | Summon Demon    | Mo, Ma, Ni, S |Find-Destard
Xen           |                 |               |
Vas An Flam   | Frost Storm     | Mo, Ma, A     |Buy-Yew
Hur           |                 |               |

Eighth Circle
--------------------------------------------------------------------
Spell         | Effect          | Reagents      | Scroll
--------------------------------------------------------------------
Vas Por Ylem  | Earthquake      | Mo, Ma, A     |Buy-Trinsic
Vas Grav Hur  | Lighting storm  | P, Ga, Ma, A  |Find-Trinsic
Vas Kal Flam  | Inferno         | Mo, Ma, A     |Find-Trinsic
Grav          |                 |               |
Vas Kal An    | Searing Rain    | Mo, Ma        |Buy-Valoria
Flam Jux      |                 |               |

12d. Binding spells (BDS)
     Ok, Harry Potter, now you've got the reagents, you've got the
scrolls.  So what are you gonna do with them?  Bind them to your
spellbook, that's what!  It's pretty simple and it goes like this.
     First thing, find a binding pentagram.  There are several
pentagrams throughout the game, some teleport you, some are
decorative.  A binding pentagram is the one with the five candles on
it.  Place the scroll on the pentagram along with the reagents for
the spell.  Cast ignite on the candles (another reason why I
suggested subscribing to ignite, you'll be doing this a lot).  You
will then be asked to enter the incantation.  Type in the name of
the spell (the weird words, not what the spell does) and viola!  If
you've done everything right, you should have a new spell in your
spellbook to be used anytime.
     (NOTE: Re-using reagents.  Some reagents are just a pain in the
bum to find.  Luckily, one of the nicer bugs in the game makes it so
that you don't have to keep finding them.  Just before you enter the
incantation, remove the reagents and put them on the floor or back
in your backpack.  Then enter the incantation and the spell will
bind but you'll still have the reagents!  This works over and over
again so really you only need to carry one of each reagent)
     If nothing happens, there are a few things that could have gone
wrong.  First, you can only bind spells up to your current level,
which is determined by how many shrines you have cleansed.  If
you've cleansed three shrines, you are at level three and you can
bind spells through the third circle but no higher, get it?
     You may not have the correct regions or they might not be on
the pentagram.  If they're on the edge of the circle the game might
not recognize and nothing will happen.  Make sure you have the
correct reagents and they are in the middle of the pentagram.
     You may have mistyped the incantation.  It's ok, don't cry.
Just be careful and make sure you spelled all the words right.  If
you make a mistake you don't lose your scroll or reagents.  The
candles just go out and you just have to re-ignite them and try
again.

12e. Potions (PTS)
     Potions are pretty straightforward.  They can be bought but
don't waste your money since you can find them just about
everywhere.
-----------------------------
Potion      | Effect
-----------------------------
Black       | Invisibility
Blue        | Mana breath
Green       | Poison
Red         | Cure poison
Yellow      | Heal
Orange      | Restore mana
Purple      | Invincibility
White       | Fire shield
Serpentwyne | Restore all HP and mana

13. Special items (SPI)
     This section covers the items that CANNOT be bought, or require
special conditions be met to obtain them.
--------------------------------------------------------------------
Item                | Where to get          | Effect
--------------------------------------------------------------------
Arms of the Magi    | Shipwreck in Moonglow | 3/4 casting cost
Boots of Levitation | Nameless in Ambrosia  | Fly in Ambrosia only
Chest of the Troll  | Destard Dragon Room   | Regeneration
Crook of Charming   | Terfin NW part        | 20% of charming
Duncan's Dagger     | Cave around Moonglow  | Trade to Duncan
Flaming Sword       | LB hedge maze         | Inflicts fire damage
Gargoyle Staff      | Gargoyle drones       | Powerful staff
Gauntlets of Fury   | Buccaneer's Den cave  | Adds 5 damage
Glass Sword         | Britain Well/Ambrosia | 1 hit kill
Gringolet           | Minoc underwater cave | Double damage undead
Helm of Radiance    | Covetous L3           | Casts light
Ice Sword           | N. Trail Ice Cave     | Inflicts ice damage
Iolo's Bow          | Iolo's house if alive | Powerful bow
Kiran Shield        | Despise               | Adds 5 mana
Leggings of Sentri  | Lake in Trinsic       | Jump further
Lightning Sword     | Shame or Abyss        | Lightning damage
Mage Shield         | Mariah's basement     | Trade for sigil
Staff of the Dead   | Trinsic goblin cave   | Double damage undead
Star of Britania    | Trinsic               | Trade to Bakara
Swamp Boots         | Hythloth sewer        | Walk through poison
War Bow of Blood    | Valoria shipwreck     | 2 points damage to you

14. Shops (SHP)
     There are shops throughout Britannia and some of them only buy
and sell certain things.  I have chosen to arrange my list by
weapons, armour and the other items because I think it is more
useful to be able to look for an item and find where to buy it
rather than having a list of items sold at a particular place.
     Personally, most of the prices for almost everything are
ridiculously overpriced considering you can find most of the items
throughout the game anyway.  So what's the point of buying them?
With the exception of a few things, there isn't any point, but I
want to make this a complete guide as possible I have compiled all
the prices and locations anyway.
     NOTE 1: This section does not cover special items that can only
be found.  For that you should look under the special items section.
     NOTE 2: For items in Minoc the prices listed are before
cleansing the shrine/after cleansing the shrine.
     NOTE 3: The (*) items in Britain are only available after
you've been to Terfin.
-----------------------------------------------------------------
14a. Weapons (WPS)  | Where to buy      | Price
-----------------------------------------------------------------
Arrows              | Britain           | 6 (for 10)
                    | Yew               | 5 (for 10)
                    | Trinsic           | 8 (for 10)
Axe (2-H)           | Buccaneer's Den   | 795
                    | Valoria           | 300
Axe (Great)         | Yew               | 200
Bow (Long)          | Yew               | 550
                    | Trinsic           | 260
Bow (Novice)        | Britain           | 80
                    | Yew               | 150
Bow (Seige)         | Trinsic           | 510
Bow (Target)        | Minoc             | 195/145
                    | Yew               | 150
Broadsword          | Trinsic           | 440
                    | Valoria           | 205
                    | Yew               | 100
Cannonball          | Buccaneer's Den   | 322
                    | Britain           | 322
Claymore            | Trinisc           | 780
Cutlass             | Buccaneer's Den   | 624
Dagger              | Yew               | 40
Hand Axe            | Britain           | 130
                    | Buccaneer's Den   | 387
Mace                | Britain           | 150
                    | Minoc             | 262/192
Scimtar             | Buccaneer's Den   | 365
Scythe              | Trinsic           | 560
Sword (Blackrock)   | Trinsic           | 7000
Sword (Flaming)     | Valoria           | 3000
Sword (Short)       | Britain           | 35
Spiked Club         | Britain           | 60
                    | Buccaneer's Den   | 130
Staff               | Britain           | 55
Staff (Bladed)      | Valoria           | 405
Staff (Dum-Dum)     | Minoc             | 300/220
Staff (Gnarled)     | Buccaneer's Den   | 391
Warhammer           | Minoc             | 525/385
                    | Yew               | 110
-----------------------------------------------------------------
14b. Armour (AMR)   | Where to buy      | Price
-----------------------------------------------------------------
Arms (Chain)*       | Britain           | 510
Arms (Plate)        | Trinsic           | 1700
                    | Minoc             | 765/560
Arms (Leather)      | Britain           | 85
Boots (Chain)*      | Britain           | 300
                    | Buccaneer's Den   | 389
                    | Minoc             | 450/330
Boots (Plate)       | Trinsic           | 1000
Boots (Leather)     | Britain           | 50
Buckler (Steel)     | Britain           | 60
Cap (Leather)       | Britain           | 50
                    | Buccaneer's Den   | 99
Chest (Chain)*      | Britain           | 900
                    | Minoc             | 1350/990
Chest (Plate)       | Trinsic           | 3000
Chest (Leather)     | Britain           | 150
Coif (Chain)*       | Britain           | 300
Gauntlets (Chain)*  | Britain           | 210
                    | Minoc             | 315/230
Gauntlets (Plate)   | Trinsic           | 700
Gauntlets (Leather) | Britain           | 35
Gypsy Breastplate   | Minoc             | 1000
Helm (Chain)        | Minoc             | 450/330
Helm (Plate)        | Trinsic           | 1000
Leggings (Chain)*   | Britain           | 720
                    | Minoc             | 1080/790
Leggings (Plate)    | Trinsic           | 2400
Leggings (Leather)  | Britain           | 120
-----------------------------------------------------------------
14c. Provisions(PRV)| Where to buy      | Price
-----------------------------------------------------------------
Bandages            | Britain           | 10
                    | Valoria           | 10
Candle              | Yew               | 10
Lantern             | Britain           | 48
                    | Buccaneer's Den   | 275
                    | Minoc             | 75/55
                    | Trinsic           | 52
                    | Yew               | 25
Oil Flask           | Buccaneer's Den   | 167
                    | Minoc             | 12/8
Sextant             | Ambrosia          | 500
                    | Britain           | 500
                    | Buccaneer's Den   | 961
                    | Minoc             | 750/550
                    | Trinsic           | 490
Torch               | Britain           | 4
                    | Buccaneer's Den   | 17
                    | Minoc             | 10/6
                    | Trinsic           | 6
                    | Yew               | 30
                    | Valoria           | 5

15. Training (TRN)
     In order to improve your combat skills you're going to need
some training and there are several people throughout Britannia
willing to help you out, for a price.  There are five categories of
weapons: Fists, 1-handed, 2-handed, Staffs and Bows.  For each
category there are four skill levels: Novice, Apprentice, Journeyman
and Master.  Obviously you start as a novice in all areas and you
must train in that order.  Here is a list of the trainers throughout
the land.

--------------------------------------------------------------------
         Apprentice        | Journeyman         | Master
--------------------------------------------------------------------
Fists  | Buc's Den         | Buc's Den          | Buc's Den
       | 300 gold          | 2,000 gold         | 5,000 gold
--------------------------------------------------------------------
1-Hand | Keller in LB Cast | Jak in Valoria     | Lysa in Serp Hold
       | 300 gold          | 2, 000 gold        | Free
--------------------------------------------------------------------
2-Hand | Duncan at Deceit  | Duncan at Deceit   | Underwater city
       | Free              | 2,500 gold         | Free
--------------------------------------------------------------------
Staffs | Peg Leg in Paws   | Raphael in Trinsic | Bakura NW Yew
       | 250 gold          | 2, 000 gold        | Britannia Star
--------------------------------------------------------------------
Bows   | Leon in Britain   | Raliegh in Yew     | Iolo
       | 300 gold          | 2, 000 gold        | Free
--------------------------------------------------------------------
     So now that you've got all these new fancy skills, how do you
use them?  Well, you know that for a regular novice attack you just
left-click.  Once you have apprentice skill, ready your weapon and
press alt + left-click.  For journeyman level press control + left
click.  And finally for master level press control + alt + left
click.

16. Bestiary (BST)

     There are several types of enemies and monsters throughout
Britannia.  Here is a list of them along with some techniques I have
found helpful in fighting them.

Archer:     Very annoying because they run away from you.  Fight
            fire with fire and go after them with a bow.
Bandit:     Pretty simple to beat.  Any direct method works.
Bat:        Poisonous.  Usually better to avoid them, but if you
            must fight use a bow.
Brute:      Huge guys that show up when you're around level 5.  The
            blackrock sword will get them with one shot.
Creepers:   Plants with a twist.  Fire works best.
Crustacean: Crab things by the sea.  Try flipping them but if you
            can't a strong shot with a sword will work.
Demon:      You won't see these until late in the game.  They
            summon hellhounds and you'll have to kill them before
            you can touch the demon itself.
Dragon:     Generally tough to beat.  Magic is probably best unless
            you have a really powerful weapon.
Gargoyle:   Very tough to beat because they attack in packs.
            You'll probably never get close enough to attack with a
            weapon so go at them with magic.
Gazer:      They look worse than they really are.  Good weapons or
            magic will do them in.
Ghost:      Very, very annoying because they follow you around and
            the only way to kill them is with magic.
Giant Rat:  Poisonous but very easy.  Just attack them directly.
Goblin:     Slightly tough but direct attacks with heavy weapons
            work best.
Hellhound:  Obviously ice and water spells work best.  They're
            worth fighting because they leave gems.
Icehound:   The cousin to the hellhound, go at this beast with
            fire.  They also leave gems after you fell them.
Lich:       Magical creatures but fast, direct weapons attacks work
            work best.
Mage:       These bad boys can surprise you but they're not too
            hard.  They sometimes leave scrolls.
Mimic:      Treasure chests in disguise.  You won't know them until
            go to open them so just start swinging when they open.
Pirates:    Like bandits, fairly simple to beat.  Direct attacks.
Piranah:    Very dangerous.  If you're near water use your bow to
            get rid of them before you dive in.
Serpent:    Like pirannahs it's best to attack from shore as they
            are very dangerous.
Skeleton:   Tougher than they look.  A staff is best, but they
            regenerate.  If you take a bone you can avoid that.
Spectre:    Similar to ghosts only magic will work.
Spider:     Common ones are fairly easy to beat with direct attacks
            but phase spiders are a little more difficult.  Both
            are poisonous.
Thief:      Simple enough to beat with direct attacks.
Vulture:    They show up after you slay something else.  They're
            Simple enough to beat with direct attacks.
Wolf:       Don't confuse the large ones with the smaller dogs that
            you see around town.  Use direct attacks.
Zombie:     Poisonous but easy to defeat.  Just be sure you get
            both parts after it separates.

17. Conclusion (CNC)
     The first game in the Ultima series was released in 1982 and the
last in 1999.  I didn't actually play it until 2002.  Here it is now
2007 and my guide is finally done.  Whether that is a sign to the
longevity of the series or just a coincidence, I don't know.  The
Ultima series has gone onto bigger and better things and although we
may never see another adventure through Britannia as we knew it, the
Avatar will live forever in us all!

-Fin-
Jacky Swallia
MightyHamsterX@aol.com
 

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