I, Lord British, write this exhortation in my own hand that you may, my virtuous Champion and Avatar, might gain a full appreciation of the significance of the times which face us. Though evil has often raised its rebellious head, I fear we now face a threat far greater than any yet encountered. In the past, you and your companions have risen faithfully to the challenge, undaunted by overwhelming odds, unwavering in your adherence to the Path of Virtue. We place our trust in you once more.
As though seeking vengeance against the Light, the forces of Darkness have renewed their malevolent aggressions. Not content to remain in their own realm, daemonic emissaries from the Underworld have begun making incursions into our land. It is fortuitous that you have returned to Britannia in these perilous times. Study well the words which follow, for they are essential to your quest. And that quest is essential to the continued existence of the human race.
For more than a fortnight I have dictated my thoughts and admonitions to the venerable Moebius, Keeper of the Libraries of the Lycaeum. He has scrupulously recorded my every word and, when called upon, made illustrations to aid our understanding. I have affixed my seal to this letter to assure you that these are indeed my words. Take them to heart. Heed my counsel.
Gird yourself with the infinite wisdom of Truth, Love and Courage, for at the end of your quest lies a destiny foretold in ancient times: "One shall arise who possesses the strength of an army, the vision of a prophet and the heart of a saint. This Great One will bring an end to the struggle between the Darkness and the Light."
Pray that you are, indeed, the One, for should you fail, the Light of life will surely be extinguished and Darkness will reign forevermore.
Sovereign of Britannia
The Chronicles of Britannia
My sojourn upon the shores of Britannia began many generations ago. Long ago did I uncover the secrets of the moongates which brought me here from my distant homeland, even as they now bring you. As you well know, we who pass through the gates to Britannia, though we be in this world are not of it. It is for this reason, I suspect that we are immune to the ravages of time during our stays here. Remember, however, that we remain ever mortal, albeit seemingly ageless.
At the time of my arrival here, this place was known as Sosaria, a region comprised of numerous warring city-states and feudal fiefdoms. It was not long before my affinity for order, peace and prosperity had earned me the title of Lord British, ruler over the city-state of Britain, and ultimately Lord of Britannia. Under my guidance the land ad its people have prospered and grown, though not without challenges from the forces of Evil.
The Ages of Darkness and the Founding of Britannia
Thrice during ancient times did beings of a foul nature seek to conquer my domain. Thrice did you answer my call for a champion. Thrice was evil thwarted.
The Tale of Ultima I
First was the perverted sorcerer, Mondain, who slew his own father that he might gain immortality and advance his dark dominion over the land. It was against Mondain that you first answered my call, traveling through the moongate to put an end to Mondain's shadowy plans.
The Tale of Ultima II
The triumph of good was short-lived, for Mondain left behind an apprentice and consort named Minax, a cold-blooded young woman whose ambition was exceeded only by her thirst for blood. Entire legions of evil creatures responded to her commands, bringing misery to the inhabitants of Sosaria. Again, you rose to the challenge, slaying Minax's vile minions by the hundreds until at last she too met her fat at your hands.
The Tale of Ultima III
Mondain and Minax had devised a treacherous scheme to assure their immortality throughout time. They had created an offspring known as Exodus, neither man nor machine, yet embodying every evil impulse they possessed. Rising from the murky depths of the Great Ocean, Exodus unleashed an assault of vengeance upon the world. Were it not for your keen wit and determination, Exodus would surely have brought utter devastation to our land. Aided by the enigmatic Timelord, you foiled the mighty Exodus, bringing an end to the Cycle of Gloom begun by Mondain so long ago.
In this manner did you thrice respond to my call for valor and overcome the Triad of Evil. The peace and security brought about by your acts of bravery led to the city-states to band together and form the nation of Britannia, submitting to my just rule as British, Lord of Britannia.
The Ascent of the Avatar, as Related in Ultima IV
With the passing of gloom and despair from the face of Britannia, the citizens flourished. Edicts went forth from my hand which were designed to foster both the material and spiritual growth of the society. I established great centers of learning where the arts and sciences could be developed and appreciated. During this era of renaissance, eight major townships were built upon the foundations of the former city-states, each dedicated to the study and fostering of a single virtue. These towns stand as symbols of great fortitude to this day.
All great cultural movements require role models to help society maintain proper focus. I therefore issued the challenge for such an individual to step forward and show the people the way of virtue. You responded in a fashion which befits your integrity and pure heart. Undertaking the task of unraveling the concepts of spirituality, you discovered the great Codex of Ultimate Wisdom and attained the title of 'Avatar', the human embodiment of virtue.
The newly discovered Codex was raised from the bottom of the Great Stygian Abyss in order that we might study its teachings. But our acquisition of the Codex changed the physical, as well as the spiritual, landscape of the world. A fiery new island, the Isle of the Avatar, rose from the depths of the Great Sea, and in the violent birth of this isle, an immense underworld chamber opened up! When this cataclysm had passed, a shrine was built on the Isle of the Avatar to house the Codex forever.
The Subversion of the Shadowlords as related in Ultima V
The acquisition of the Codex of Ultimate Wisdom from the deep recesses of the underworld created a karmic imbalance in the universe, resulting in the emergence of three sinister Shadowlords from the shards of the black jewel of Mondain. These grim agents of darkness were the antitheses of virtue Their trickery and deceit allowed hem to imprison me in their underworld dungeon and, in a perversion of justice, compelled the leaders of Britannia to oppress the people. The once noble Lord Blackthorn became the human agent who fulfilled their evil intent.
However, following your instincts and the admonitions of the Codex, you applied the principles of truth, love and courage against the Shadowlords and the corrupted Blackthorn. Your efforts allowed me to banish them and their agents from the realm of light. Thus was I restored to my consecrated throne.
However, my return to the surface world set off a great tectonic upheaval, resulting in the collapse of the cavernous underworld in which I had been imprisoned. Many aftershocks and cataclysmic disasters befell the world for a period of time after that, though eventually all was restored to normal.
Today: The Threat of the Gargoyles
Though believed to be mythological creatures the existence of Gargoyles was discovered shortly after the first expedition into the geologically unstable underworld. At first, they seemed content to remain in their subterranean domain, but recently they began appearing in our world, seemingly bent on doing us great harm.
These diabolical nemeses have begun to seize our holy shrines and places of enlightenment. Scores of homes and villages in our land have been destroyed during nocturnal raids mounted by the daemonic fiends, while countless others stand empty and deserted. Local and government militias have organized in opposition to the calamitous invasion from below. Whole brigades of skilled warriors from Serpent's Hold have clashed with these tireless foes on the field of battle, but to no avail.
The Gargoyles' methods suggest that they are searching for something of great value. It is even rumored that they may seek your destruction, though why this should be is not known to us.
I urge you, my Champion and Avatar, to study the pages that follow, in part to ensure your own survival. But even more, heed my words that you may understand the condition of our world and the plight of our people against the unrelenting Gargoyles.
The Kingdom of Britannia
As the Lord of Britannia, I have devoted myself to fathoming the beauty and variety of this land. But one must not forget that the landscape has been stained with the blood of many a brave warrior, for want of control over it, fell victim to its perils. Those who have seen the Bloody Plains in the northeast know of what I speak. So, take care in your journeying lest you fall prey to the seductive charm of the land, only to learn its deadly secrets while lost in contemplation.
The Great Centers of Power and Learning
The Castle of Lord British
Chief among the places in Britannia, my keep overlooks the town of Britain from the protected flanks of the Serpent's Spine. Visitors to the castle will find evidence of my many interests and hobbies within its marbled halls.
Though my authority extends from the throne to most remote regions of the kingdom, none shall be turned away who come to me for counsel in their time of need. And forget not, Avatar, that I have prepared a room for you in my castle that you might find a place of rest from your long journeys abroad.
The world's greatest storehouse of knowledge and wisdom is contained within the walls that form the Lycaeum. Poised upon the northwestern slopes of Verity Isle, the Lycaeum's libraries, laboratories and academics of learning are a haven for the seeker of truth. Four times each year the Inner Circle of Mages congregates within the labyrinthine chambers to exchange esoteric secrets. Whilst in the area, do not fail to visit the observatory where astronomers create many fine lenses through which to view the heavens.
Home to the Brotherhood of the Rose, Empath Abbey serves as a retreat for those engaged in contemplation and reflection. Flanked by the oaks of the Deep Forest on one side and by the sea on the other, the Abbey sits as a lighthouse of peace in the northwestern region of Britannia, near the town of Yew. Well schooled in the vintner's craft, the brothers and sisters of the Abbey produce some of the land's finest wines, thus assuring their financial security and sustaining their monastic lifestyle.
A bastion of honor, valor and triumph, Serpent's Hold is the castle headquarters of the Order of the Silver Serpent and the training center for Britannia's armed militia. Many noble and brave warriors have set forth in our defense from this garrison on the Isle of Deeds. The most skilled of these warriors, grizzled veterans all, have selflessly returned to instruct the new recruits in the ways of attack and defense. Recently, a dozen squads of the finest from Serpent's Hold went out to attack the camps of the invading gargoyles. Few returned to tell about it.
The Principal Towns
When the Great Council met after the collapse of the Triad of Evil, it was decided that each of the main towns of Britannia should adopt one of the fundamental principles of virtue as its focus of learning. Each of these eight towns, the former city-states of Sosaria, has taken great care in fostering its guiding principle of virtue - they stand apart as the true jewels in the crown of Britannia. The traveller will find a sacred shrine dedicated to the chosen principle of virtue near each town.
Moonglow, founded on Honesty On the southern tip of Verity Isle, the town of Moonglow welcomes those of faithful heart and noble intentions. Mages and scholars frequent this seagoing port because of its proximity to the libraries of the Lycaeum and because its accommodations and services are among the most reasonably priced in the land.
Britain, founded on Compassion Centrally located on the shore of Britanny Bay, the town of Britain is the site of the castle from which I rule. It is also host to multitudes of travelers and to purveyors of goods of all kinds. The adventurer will surely appreciate the hospitality shown by Britain's compassionate citizens. The shops, inns and armouries of Britain are much renowned and frequented by all who prepare for and return from long journeys. The historic Wayfarer's Inn is considered a second home to many a road-weary adventurer.
Jhelom, founded on Valor Many of Britannia's most esteemed warriors have emerged from the town of Jhelom in the far southwestern region of the kingdom on the main isle of the Valorian Isles. Lodging, supplies, armaments and a prosperous shipbuilding industry are to be found in this bustling town by the sea.
Yew, founded on Justice Second in size only to Britain, the town of Yew is the judicial and legal heart of the kingdom, being home to the Supreme Court of Britannia. Druids and philosophers have long gathered under the shade trees of the Deep Forest surrounding Yew, exploring the subtle nuances of justice and righteousness. While visiting Yew, one will find a fine pub and a fully equipped armoury and apothecary.
Minoc, founded on Sacrifice Stretched across the mouth of Lost Hope Bay in northern Britannia, Minoc has committed itself to the plight of the needy and homeless. Minoc is also well known for its artisans who excel in the crafts of metalworking, armouring, glassworking and clock making.
Trinsic, founded on Honor The honorable paladins who make their homes in the idyllic town of Trinsic are noted for their courage and devotion to truth. Situated just north of the Cape of Heroes in the south lands, Trinsic provides many fine goods and services to the traveller, including a stable where the finest steeds are available to speed you along the way.
Skara Brae, founded on Spirituality It has oft been said that Skara Brae, close by the mystic forest of Spiritwood, is the spiritual center of Britannia. But the word "spirit" has many meanings, and only some of the town's inhabitants - notably the healers, magicians, and priests - concern themselves with the matters of the soul. Others in the area have a different meaning in mind - those inclined to take advantage of Skara Brae's fine winery!
New Magincia, founded on Humility Having been destroyed in ancient times for its haughty pride, New Magincia was rebuilt by a more humble people who favored the simple ways of farming and rural life. With the passage of time, an industrious village has grown atop the ruins of the old town. Those who would revel in their own pride should take note of the lesson of New Magincia.
Other Locations of Note
Buccaneer's Den Lives there a soul who has not heard of the notorious pirates and thieves of Buccaneer's Den? In spite of its ill repute, many travelers have found this island village east of Paws to be a great source of exotic goods. The ships that frequent its harbor bring unusual artifacts from far and wide.
Cove Nestled in the mountains just south of Lost Lake, Cove is home to many magicians, healers, and alchemists. One will also find that there is a shrine dedicated to the Avatar's pursuit of Virtue.
Paws This quaint coastal village lies halfway between the towns of Britain and Trinsic, where the weary traveler can obtain food, shelter and a change of a horse. The mysterious islands known as the Fens of the dead can barely be seen offshore near Paws. In these Fens, mages ofttimes seek the rare mandrake root and nightshade so necessary to their potent concoctions.
The Bloody Plains Site of one of Britannia's most savage wars, this desolate region lies sandwiched between two great swamps across the mountains northeast of the village of Cove. The bloodstained soil serves as a timeless memorial to the thousands of brave soldiers who met their fate there. Mages know this area as another of the few places where they can find mandrake root and nightshade.
The Isle of the Avatar This enigma of nature rose from the sea when the Codex of Ultimate Wisdom was brought up from the depths of the Great Stygian Abyss. The great subterranean upheaval that gave it birth left the large island dotted with volcanic craters, steaming fumaroles, and a ready supply of sulfurous ash. Few are brave enough to risk the hazards of this place - even to behold the Codex in the Shrine of the Avatar.
The Palace of Blackthorn Few nowadays venture near this monument to evil, but rumors abound that the mad wizard Sutek has taken refuge in the former abode of Blackthorn, the defamed ally of the vanquished Shadowlords. What Sutek might be doing there, none can say.
The citizens of Britannia are a diverse people who have survived many challenges to the rule of Order. Their ancestry can be traced to a time before the Sosarian city-states were formed, a time when a loose confederation of druids and mages flourished alongside a meek but industrious agricultural populace. Relics of ancient times can be found throughout the land and traces of the ancient language of the land can be found throughout modern Britannia.
In your travels you will no doubt come upon the occasional sign or placard written in a curious runic script. Passed down from one generation to the next, this written runic language is directly descended from the language of the druids of old. Though strange and seemingly indecipherable, the process of interpreting runic script is really quite simple. The following key will enable the traveler to translate runic characters into his native tongue.
Interacting with the Citizens
Whether talking to the farmer in his field or to one of the scholars at the Lycaeum, one will be impressed with the eloquence and diversity of interests possessed by the people of Britannia. Their good-natured dispositions are a result of several generations of relative peace brought about by the national focus on the principles of Virtue.
When meeting someone for the first time, it is customary to ask them for their name and job. In most cases, a Britannian will be more willing to discuss a variety of subjects, and be most eager to answer questions you may pose to him. Do not fail to take note of things you are told during these conversations, for even words of the humblest farmer or beggar may provide needed guidance in your journey through the land.
Many Britannians will do far more than offer advice and information, however. If asked to join your party, the more adventuresome in the realm will accompany you on your quest. Stalwart allies can mean the difference between victory and defeat, so chose your party members wisely.
Merchants buy and sell a variety of goods and services, offering you the opportunity to stock up on needed supplies or build up cash reserves. Enter a shop and tell the proprietor you wish to buy something and you will likely find the item you desire. Offer to sell the proprietor an object in your possession and you may find him an eager trading partner.
The commerce of the nation is a source of pride to all Britannians and a subject worthy of detailed treatment here.
A complex system of interdependency among many professions and crafts drives all commercial activity in Britannia. This interdependency ensures that Britannia remain a growing nation, well supplied and prepared against times of shortage and hardship.
Farming Since the times before our great societal expansion, farming and animal husbandry have been the cornerstones of the Britannian economy. It is the farmer who grows fine grains for the baker and the baker who makes our bread. It is the rancher who tends the cattle for meat and dairy products, keeping our stores and pubs filled with the necessities of life. In life like manner, the shepherd supplies wool to the makers of cloth who, in turn, enable the clothiers to ply their trade. In these and many other ways, Britannia owes its livelihood to the persistent laborers of the soil.
Professional Merchants The merchants of Britannia strive to provide satisfactory goods and services to their customers. The professional symbols emblazoned upon the signs which hang outside their shops attest to their willingness to assist the traveler…at least during business hours.
Armouries Britannia's armouries are a key factor in the security and prosperity of the land. Providing both armaments for the valiant and employment for armourers and blacksmiths, these shops offer high quality amour and weaponry of nay types. Most armourers will gladly repurchase used equipment, though usually at prices far lower than originally paid for them.
Stables The seasoned traveler understands what a godsend a steed can be on lengthy and treacherous journeys. Stables are usually found in smaller towns and villages, or at private residences where the owners may be willing to offer you a fine horse at a fair price.
Markets & Pubs Most of the major towns in Britannia have at least one shop dedicated to caring for the traveler's need for food and supplies. The wise traveler will learn to examine the varied inventories carried by different merchants, making note of the shopkeepers who stock rare and unusual items - one never knows when such knowledge may be of use. In pubs, the traveler may partake of a refreshing glass of ale or a fine meal of pheasant and mutton. The service will often be accompanied by the melodies of a cheerful minstrel, and pub owners are known for their willingness to take part in a friendly chat.
Healers The vast wildernesses of Britannia, though rich in beauty, also hold hidden dangers capable of causing travelers injury or illness. Luckily, many towns have professional people trained in the medicinal arts. Healers can turn back the ravages of swamp poison or heal wounds earned in battle. Some physicians claim that their healing arts have been enhanced and augmented by magic, to the point they can resurrect the dead!
Magic Shops These occult apothecaries are quite interesting to visit. Their oddly decorated shelves are often strewn with vials of strangely colored potions, queerly glowing staves and scepters, and a cornucopia of herbal and mineral reagents useful in the mage's work. Since many of the items offered are both rare and expensive, their availability will vary from town to town, so the traveling mage will want to make special note of those things offered in the places he visits.
Inns Inns provide safe, restful accommodations where travelers can retreat after a long, hard day. Many inns even offer fine dining facilities on-site. Prices will vary from place to place, but even the most inexpensive inn is a welcome home away from home for the weary adventurer.
Shipwrights Several of the port towns along the shores of Britannia boast of craftsmen renowned for their dedication to the construction of safe, dependable sea vessels. Whether you need a small skiff to get upriver, or a mighty sailing vessel for open sea travel, the local shipwrights will be more than happy to discuss terms. It is wise to pay attention to information about local sea and wind conditions before setting out in a new craft.
Guilds It is not uncommon for members of certain professions to organize themselves into guilds which cater to the specific needs of their membership. Such guilds have been set up in a number of towns. The guilds provide professional adventurers with many of the things they need for journeys into the wilderness and deep dungeons.
Tailors Nowhere is the interdependence of Britannia's craftspeople more in evidence than in the field of tailoring. Thread must be spun and taken to weavers. Weavers, having made cloth from the thread, deliver it into the hands of clothiers. Clothiers turn bolts of fine fabric into clothes fit for kings. Find your place in this process and you may profit. Seek out the tailors of Paws if you desire a wardrobe of the highest quality.
Fletchers & Bowyers Many are the fletchers and bowyers of Britannia, but none are held in higher esteem than those of the town of Britain. The ingenious engineering and high quality of their arrows, bolts, bows, and crossbows is known throughout the land. This is due mainly to the great skill of the master bowyer, Iolo Fitzowen, proprietor of Iolo's Bows. Iolo and his apprentice, Gwenneth, can be of great assistance to archers.
The Call to Adventure
Adventuring in the savage lands of Britannia is no life for the timid, nor is it a profession for those lacking resolve. Consider carefully before taking up the gauntlet I cast before you, for the path to your destiny is fraught with peril and adversity. The elite corps of stout-hearted souls who accept my challenge must be disciplined, determined and willing to sacrifice all. But even more, they must be devout followers of the path of virtue. Learn now the ways in which my chosen adventurers apply their talents to the tasks before them.
The Way of the Fighter
Many celebrated fighters are trained in the art of combat at Serpent's Hold. There are, however, a few warriors of humble origin who have not had the benefit of training. These acquire skills on the field of battle, earning high acclaim for heroic deeds of valor. The true value of a fighter is found not in his training, but in his heart; it is exemplified not in his knowledge, but in his accomplishments.
The fighter typically possesses great strength and endurance, complements to his natural instincts and boundless courage. His proficiency with many weapons makes him a walking arsenal, ever ready for battle. The fighter prefers to mount his attack from the front line position, a strategy which well serves his inclination to wield mighty bludgeoning weapons and lethal two-handed swords.
As a novice fighter grows in experience, his strength and dexterity naturally increase, allowing him to employ more effective combinations of weapons and armour. Enjoying the company of rangers and paladins, the fighter should likewise associate himself with a mage or a bard who can supplement his great physical attack with long range weaponry and the tools of magic.
The Way of the Bard
Poet and minstrel, tinkerer and athlete, user of magic and noble adventurer…These all describe the multi-talented bard. Though not as physically imposing as the fighter, the bard is usually more dextrous and agile, being both quick of mind and of foot. Sure hands and nimble fingers serve the bard well as he untangles knotty puzzles and picks "unpickable" locks.
Often an accomplished archer, the bard is also acquainted with the ways of magic, making him a most versatile gladiator on the field of battle. He often chooses to apply his combative skills from the rear of the melee where he can let his arrows and fiery magic missiles fly toward beleaguered targets in the front. Whether in the heat of battle or in the quagmire of a wizard's mischievous riddle, the well-rounded bard is an indispensable ally in the adventurer's quest.
The Way of the Mage
All well-traveled adventurers have at one time or another been mystified by the mages of Britannia. Never to be forgotten is the sight of a cloaked figure performing an odd dance in a distant clearing. Puzzling indeed is the whispered transaction between a mage and an apothecary as the magician acquires the plants and animal parts that are the raw materials of his trade.
Seeing what cannot be seen, hearing what no man hears, communing with beings not present…What ancient spirit possesses the mage that his mind constantly swells on things not perceived by the common man?
One never chooses to become a mage - one is born a mage having from birth exhibited magical inclinations and abilities which defy rational explanation. A mage usually spends his early years studying the esoteric writings and diagrams contained in the libraries of the Lycaeum or poring over bottles and boxes of exotic herbs and minerals found in its laboratories.
The tools and weapons of the mage are found in his spellbook, which never leaves his side. The tome is filled with pages of cryptic runes which describe the auspicious times, places and ,methods for various types of sorcerous work. The illusions and spells at the mage's command often cast him in the role of equalizer when a party of adventurers finds itself in an otherwise one-sided conflict against a megalithic foe. From a well-protected position at the edge of the battle, the mage makes the necessary preparations and utters the mysterious incantations to unleash the force of his chosen spells against an unsuspecting foe.
Certain skilled mages possess remarkable power over nature and matter, being able to create and destroy living and inanimate things at will. The deeper secrets of the mage will be discussed later in this treatise - such secrets are not for the eyes of all men…
The Way of the Avatar
Embodying the fortitude of a fighter, the quickness - and quick -wittedness - of a bard and the mystic insights of a mage, you have spent long years mastering the principles of virtue. Many are the times you have savored the syllables of the mantras and the spicy scent of incense during morning meditation. But you are equally stirred by the sounds and smells of combat, being as much at home on the field of battle as in a solemn shrine.
A paragon of integrity, you have always sought total understanding of the world around you, often journeying to the libraries of the Lycaeum or conferring with the scholars of Moonglow and Yew. However, your love of scholarly pursuits does not weaken your ties to the world outside the cloistered halls of academe. Your devotion to your companions and those in need is total, and you are ever aware that the principles of virtue are designed to guide us in our relationships with our fellow man.
Your path offers both great risk and grand reward, but you are concerned with neither. Driven to follow this, the highest path, by forces unknown an unknowable, you follow the Way of the Avatar to whatever end destiny has decreed.
Adventuring as a Party
Even the most valiant and powerful adventurer cannot stand alone against all of the obstacles that will block his path. Banding together with other like-hearted fellows will give you the strength in numbers and, of equal importance, a diversity of talents which can be drawn upon along your way. The Avatar joined by fighter, bard and mage makes for a most imposing and formidable team.
Putting their trust in your wisdom and skills, party members usually move as a group toward a common objective. There may be times, however, when an individual party member may set out on his own path whilst the remainder of the party awaits his return - it is often prudent to send someone ahead to scout a trail, for example, or to test the integrity of a decaying bridge which hangs tenuously over a thundering river. However, as the acknowledged leader of the group, you may at any time summon back individuals who have set out on their own, regrouping the party for further travel.
An adventuring party accumulates many things during its travels - things purchased or found in the towns and countryside, and treasures collected from the corpses of fallen foes. Traveling is often made easier if provisions and equipment are distributed evenly amongst the party members. The well-organized party works together, sharing with each other the things they carry, aiding each other on their long journey.
Getting Around in Britannia
The frequent traveler in Britannia learns to avail himself of the various means of transport which can be obtained. Acquiring a fine steed from the village stables, you will soon learn that such a mount will not only improve the quality of travel from town to town, but also give you a decided advantage in combat against those who would impede your progress. When a quest requires crossing the high seas, sailing vessels of various types may be obtained from the shipwrights that do business along the coastal ports of call. It has even been said that some adventuresome souls have learned a way to travel in a craft that is lighter than air itself, but these rumors, though widespread, remain unconfirmed.
The Party in Conflict
Without fail, the traveling party will be set upon by people and creatures whose sole purpose is to cause mayhem and sorrow. Let the traveler beware. When entering into mortal combat against one of the myriad of creatures of the land, learn to measure its strength and speed, noting both its tactics and endurance.
One creature may attempt to bludgeon you senseless, while others attack you from afar with hurled weapons. Many of the mythical beings you'll encounter will use magic and illusions in their efforts to subdue you. If you can survive their attacks and deal punishing blows of your own in return, you will share the victor's rights to search their fallen corpses for whatever bounty they carry.
It is useful to devise strategies that will increase the party's chances of survival in combat. Before combat begins, each party member can be assigned a field position 9frontal attack, flanking maneuvers or long range rear position). When the party comes under attack, the party members will move automatically to their predetermined positions and fight according to the strategy they've been assigned.
As effective as predetermined combat positions are, you may chose not to assign each party member a particular strategy. In this case, your allies must act independently in combat. Situations may even occur in which a member of the party becomes a berserker. When this happens, he will simply charge and attack the most formidable opponent in sight.
A special note is in order for spellcasters. While invoking magic spells will give you a decided advantage in battle, not all creatures will be affected by them in the same manner. Therefore, you must learn to use your magical talents judiciously, lest you waste valuable reagents and psychic energy.
The Party At Rest
As a party becomes weary from the fatigue of a long journey and many battles, it can set up camp in a safe place away from the hustle and bustle of town. The burning campfire will take the chill out of the cool night air while the party members eat some of the provisions they carry in their packs, perhaps enjoying a round of storytelling or song. With bellies full, the travelers should take a few hours sleep to ready themselves for the challenges of a new day. Sleep provides an opportunity for much needed healing to the injured and battle-weary adventurer.
It is usually wise to let one of the party members stand guard while the others sleep so that he may awaken them if trouble approaches in the night. Since the group's guard gets no sleep, he should be allowed to rest the following night while another stands guard.
Experience and the Levels of Attainment
The much-traveled adventurer will face many opportunities to explore new places, talk with people, solve puzzles and complete quests. As you do these thins, experience will lead to increased physical strength, dexterity and intelligence, giving you greater capacity to fulfill your destiny.
You can only gain a true appreciation of such increases by returning to one of the Shrines of Virtue and engaging in reflection and meditation. To meditate, learn the mantra of the shrine of your choice. Then talk to the shrine and follow its instructions.
There exists an extraordinary cosmic association between the gravity of the moons and the delicate fabric of time and space. As though pulling the strings of some cosmic marionette, the moons cause radiant moongates to appear on the land below. Step through one of these shimmering corridors of light and you will be transported to a new time or place. Moongates generally appear at locations where fragments of extraterrestrial rocks called "moonstones" have been buried. There are at least two types of moongates - blue and red.
Blue moongates, generated by moonstones, generally focus on destinations in but a single world - the world in which they appear.
Their power, awesome though it may seem, is limited, allowing the traveler to teleport only from the location of one moonstone to that of another. The moonstone the user travels to is determined by the phase of the moon that appears directly overhead in the sky. Through experimentation and observation, the moongate traveler can correlate the phases of the highest moon with the destination the gate will select.
Red gates, generated by the powerful Orb of the Moons, can send the traveler anywhere in Britannia. In fact, the holder of this black stone can teleport to worlds other than his own. I, Lord British, have used the red gates often, but there is, no doubt, much more to be learned about these gates.
The Secret Knowledge of the Mage
Powerful as the alien moongates are, they are by no means the only forms of magic you will encounter in Britannia. The mages of this land possess much arcane knowledge and have many abilities beyond those of common folk. Using keen intuition, endless experimentation and the rigorous study of ancient tomes, mages have learned to harness the creative and destructive forces of Nature.
The mage's principle tool is his spellbook, a collection of incantations and alchemical formulae which empower him in marvelous and often unexpected ways. Learn now the secrets of spell casting, information reserved for the elite society of sorcerers.
The Arcane Art of Spellcasting
Magical energy is structured as eight concentric spheres each composed of networks of light connected to the physical plane by unseen bonds. The spellcaster stands within the center sphere, extending his hands within the outer shells of light where he manipulates the energies to suit his pleasure. In one hand, he holds his spellbook, open to the page containing the description of his chosen incantation. In his other hand, he clutches a vial containing herb and mineral reagents, the mixture serving as the catalyst for his spell. Thus prepared, he utters the incantation, fusing matter and energy into a display of power. The spell has been cast, leaving the caster drained in spirit, but fulfilled in accomplishment.
This simple explanation fails to emphasize both the risks involved in spellcasting and the skill necessary to harness the forces of magic successfully. Two cautionary notes are in order here:
First, even though a spell may appear to be cast successfully, there is some chance that it will not accomplish its intended purpose, or that it will do so only in a partial manner. In some cases, a spell will fail to hit its target due to forces and ethereal eddies unseen by the human eye. Also, certain creatures are immune to some spells, requiring the spellcaster to find other means to defeat them.
Second, some spells affect only one person or creature while others affect all people or creatures in the vicinity. Take care when casting a spell which acts on an area rather than an individual target - if you or your friends are in the affected area, you will be touched by the spell's power as surely as your intended victim!
The Alchemy of Spellcasting
The preparation of a spell's reagents is performed at the moment of spellcasting, thus allowing the chemical reactions to reach their peak even as the appropriate mantra is uttered. Some reagents are relatively common herbs and mineral, available at any magic shop. Others must be sought after diligently, often requiring the mage to travel to distant and inhospitable places in search of an obscure fungus or root. These are the reagents necessary to the casting of magic:
Black Pearl One oyster in ten thousand will yield a black pearl suitable for spellcasting purposes. It is usually crushed to a fine, iridescent powder before being combined with other reagents. The black pearl is used as kinetic propellant.
Blood Moss "Moss" it may be called, but blood moss is, in reality, a fungus gathered in the enchanted forest of Spiritwood. There it is found growing under the loose, dead bark of fallen trees. Blood moss is used to enhance mobility and movement.
Garlic This common household spice is effective in warding off evil spirits and negating black magic. Preparations for use generally involve grinding the washed cloves of garlic between two flatirons until they are reduced to a pungent paste.
Ginseng The wizened physicians of ancient Sosaria wrote often of the curative powers of this bitter root. Prepare a syrupy, pure extract by reboiling forty times with clear mountain water, letting the mixture develop a strong, acrid odor.
Mandrake Root The most sought after herb of the spellcaster, mandrake root grows along the loamy banks of stagnant swamps. Once found, mandrake must be dug up carefully so as not to damage the tap root, for it is the root that the greatest concentration of active ingredients is found. Carefully remove the tough, outer skin, again giving special attention to the sensitive tap root. Using a fine-toothed silver fork, comb out the cotton-like fibers that make up the root's heart. The combed matting is boiled in pure water for no more than one hour, after which it is dried thoroughly and stored in a tightly sealed jar. When used in a spell, mandrake root increases the power of the desired enchantment.
Nightshade This hallucinogenic mushroom is often the critical ingredient in spells that create illusions or poisonous effects. Sprouting in swamps, and only in the dark of night, this mushroom is easily distinguished from others by the way its stalk bruises when crushed. Retain only the fungal cap and discard the tough stalk. The spores housed in the underside of the cap provide the active ingredient and can be chopped into a fine mincemeat or boiled into a bitter tea.
Spider's Silk It takes many spider webs to make a full ounce of spider's silk, but the binding power it adds to spells makes the effort well worthwhile. Though the web of any spider will do, one can reduce collecting time by scraping off the fine silken hairs that cover the webs of giant spiders. Rumors have been heard of a cave where spider silk can be found in abundance.
Sulfurous Ash The product of violent volcanic eruptions, sulfurous ash adds high levels of energy to the spells which require it. It is recommended that freshly collected ash be sifted through a fine mesh sieve, ensuring consistency and easy mixing.
Lingua Magica: The Spellcaster's Words of Power
The meanings of the syllables that form the incantations uttered by mages during spellcasting have been passed down from one Britannian generation to the next. The mage's apprenticeship begins when he learns these potent syllables. The next task is to learn the proper way to speak the syllables.
It is important that the mage first prepare himself by meditating on the sound of his breathing, projecting his soul into a sublime state of concentration. To speak an incantation properly, the spellcaster draws a deep breath, followed by a determined, forceful enunciation of each syllable. The entire breath should be fully expelled on the speaking of the final syllable.
The 26 syllables and their general meanings are as follows:
Syllable Meaning Syllable Meaning
An Negate/Dispel Nox Poison
Bet Small Ort Magic
Corp Death Por Move/Movement
Des Lower/Down Quas Illusion
Ex Freedom Rel Change
Flam Flame Sanct Protect/.Protection
Grav Energy/Field Tym Time
Hur Wind Uus Raise/Up
In Make/Create/Cause Vas Great
Jux Danger/Trap/Harm Wis Know/Knowledge
Kal Summon/Invoke Xen Creature
Lor Light Ylem Matter
Mani Life/Healing Zu Sleep
These syllables are combined to form the incantations used when casting spells. A list of spells appears at the end of this treatise. This list, while not necessarily complete, collects all of our current knowledge of the ways of magic.
Consider Carefully the thoughts I have set down in this treatise. Refer back to these words often, that you may better understand your experience as you journey throughout the land.
To reinforce the knowledge I impart through these words, I have instructed the royal map-makers to create a map of Britannia for your use. Study it, for the world can be a dangerous place. If you should become uncertain of your location, follow one of the many trails or rivers, knowing that you will eventually regain a familiar landmark.
You are further advised to keep a personal journal of your experiences. Make notes of conversations with the good citizens of Britannia. Record information found on signs or read in books or scrolls. Keep track of the location of provisions - items that seem unnecessary at one time may become useful at another. Do not hesitate to inquire of the people you meet about things that you seek. They may hold information vital to your quest.
Finally, I must share with you news but recently received from the scholars of the Lycaeum. In compiling information about the daemonic Gargoyles invading our land they have begun to detect a pattern. It appears that our foes are trying to capture the Shrines of Virtue found near the major towns. The moonstones are now in their possession, and, as each new shrine falls, a stone is placed on the altar there. To prevent anyone from removing the stones, the gargoyles have erected impenetrable force fields around the altars. Go to the shrines at your earliest opportunity, free them and seek guidance at the altars through prayer and meditation.
I urge you, my Avatar, to uncover the dark purpose of the gargoyles before the last shrine falls. I fear you may be Britannia's last hope.
Addenda The Implements of Battle
No brave adventurer, knight or common traveler should venture into the hostile regions of Britannia without an appropriate selection of armour and weapons. Whenever possible, wear strong armour, a helm and shield, magical rings, tunics or amulets, and, of course, carry an effective weapon.
Foolish is the adventurer who embarks on a quest without the best armour he can afford. Several different types of armour are available - everything from inexpensive and relatively ineffective cloth to costly but highly protective plate. The armourers of Britannia will gladly allow you to examine their wares. Take advantage of this and acquire the armour best suited to your abilities and fighting style.
Helms An unprotected head is sire to be the target of any shrewd opponent's sword. Helms are available in a variety of leather and metal forms, and one should be worn at all times when combat seems likely.
Shields Unless wielding a heavy, two handed weapon, the warrior should carry a shield with which to parry and block his opponent's attacks. Shields are constructed of wood or metal and vary greatly in shape and weight.
The variety of types of uses of weapons exceeds full explanation in this treatise. Still, the proper choice of weapons is the single most important decision a warrior makes before setting out to do battle. In all cases, as your finances and opportunities allow, choose weapons which deliver the most powerful damage at the greatest range.
Daggers Useful for stabbing and cutting in close-quarter fighting and for throwing in long range combat, the dagger is a most convenient and lightweight weapon to keep on hand.
Main Gauche Similar to a dagger, the main gauche also sports defensive hand protectors that can be used to parry an opponent's attack. Unlike a dagger, a main gauche cannot be thrown.
Swords The warrior's chief weapon, swords come in two varieties: short swords and two-handed swords. Despite their name, short swords are formidable weapons - a good thing, for only the strongest adventurers can wield two-handed swords. Always examine a sword closely before buying it, paying particular attention to its weight and the force with which it will deliver a blow.
Missile Weapons A complete battle strategy must include the use of weapons which can be shot, or hurled from a great distance toward advancing opponents. Lightweight, hand-held items such as daggers, spears, axes or flasks of flaming oil can be most effective in times of need. Bows and crossbows are capable of firing with tremendous force, but they require use of both hands and cannot be used effectively at point blank range. Some clever travelers have even been known to carry slings so they can drive off aggressors with hurled stones.
Bludgeoning Weapons While the effectiveness of cutting and thrown weapons is determined by the dexterity of the user, bludgeoning weapons, like clubs, depend upon the strength of the wielder. The mace is favored by many knights, whereas the two-handed hammer has been used by the mightiest of warriors to deal a crushing blow to the foe.
Polearms A polearm is generally a stout wooden or metal staff topped by a metal cutting or bludgeoning fixture. The morningstar, a variation on this theme, consists of a staff with a chain attached to one end, and attached to the chain, a heavy, spiked bludgeon. Morningstars, halberds, and other polearms are prized for the damage they are capable of doing and for their long reach. Unfortunately, polearms are unwieldy weapons which are most effective in the hands of a user possessed of great strength and dexterity.
Numerous and diverse are the beasts that inhabit the plains, forests, waterways and dungeons of Britannia. Attempts to catalog them all have met with only limited success - such an endeavor requires the researcher to put his life in grave peril in order to make his first observations. Therefore, much of what follows is information collected from first hand accounts of travelers and adventurers who have managed to return with their tales.
Acid Slug: Though seldom encountered except in the darkest corners of the dampest caves, this featureless creature will secrete its corrosive juices on anything you possess that is metal, thus dissolving it. Painful but superficial skin burns may result from contact with the acid while it eats away at your armour. Conventional weapons have little effect on the monster, whereas a flame will send it fleeing.
Alligator: Care must be taken whilst wading in the murky swamps which are the home of this aggressive man-eater. Possessing great physical strength, this fearsome lizard can inflict heavy damage with a single blow from its mighty tail.
Ant, giant: The shifting desert sands conceal these warrior insects all too effectively. Beware their powerful mandibles, capable of crushing a man in an instant.
Bat, giant: Equipped with keen hearing and night vision, these large, winged rodents are swift and efficient in their nocturnal attacks. Though difficult to hit, their fur-covered bodies are extremely vulnerable to damage.
Bird: Generally posing no serious problem to the traveler, these swift, delicate creatures can peck annoyingly about the head if they are disturbed or threatened.
Cat: Among the most common of domesticated beasts, the cat is often prowling about alleys and storefront, looking for bits of food or hapless mice.
Corpser: Found only in deep, labyrinthine caverns, these hellish, tentacled ghouls drag their screaming victims into subterranean dens. What fearful end awaits the poor captive none can say. Only a burning flame has been known to have any effects on these creatures of the dark.
Cow: A fine source of meat and dairy products, the complacent cow is a common sight on most farms.
Cyclops: This hulking, one-eyed titan fears no one. Possessed of remarkable strength, it wields a mighty oaken club when it isn't hurling large boulders at its foes. The earth trembles as this giant lumbers about its domain, or so say those who claim to have survived an encounter with a cyclops.
Daemon: This most wicked and formidable of foes is not to be underestimated. Overwhelming strength, skill and intelligence make daemons nearly unbeatable. Possessing magical powers rivaling the most powerful of mages, the daemon can summon hordes of his brothers to assist him in killing or possessing his victims. Being already undead, the daemon has little fear of death. You are forewarned!
Deer: These graceful athletes of the forest can be spotted dahing through the shadows on sunlit afternoons. Deer are a good source of food, but be aware that the antlers they sport can do significant damage.
Dog: Though related to the vicious wolf, the common dog poses far less of a threat than his wild counterpart. As much at home in the field hunting rabbits as at the dinner table of its master, the dog should be respected, but not feared.
Dragon: How many myths have been built around this winged, fire breathing holdover from Britannia's distant past? Event the strongest warrior has been known to wilt under the intense magical flames and noxious fumes that pour from the enraged beast's nostrils. Though mortal, dragons are extremely difficult to kill. It is therefore, a wonder that some bold souls have actually managed to steal eggs from a dragon's nest to satisfy the culinary delights of wealthy town dwellers!
Drake: Smaller than their cousins, the dragons, but no less ferocious in battle, drakes are usually found in the company of their more formidable relatives. In a battle against a dragon, one must be ever mindful of the deadly drakes.
Gargoyles: Frequently confused with daemons, the gargoyles are a little understood race of beings. Only fragments of information have made their way back from expeditions to the underworld habitat of these creatures. We do know that there are two classes of gargoyles - a dominant, winged variety and smaller, wingless drones. The larger gargoyle is a daunting opponent, possessing very high intelligence and impressive magical powers. But the smaller drones are not to be ignored, for their attack is deadly, despite their apparent lack of magical ability. Scholars at the Lycaeum are feverishly analyzing information regarding these perplexing creatures.
Gazer: How this monstrosity evolved is anybody's guess, for gazers are among the most unusual creatures found in the realm. They are usually spotted hovering above the ground in dungeons, searching for creatures they can mesmerize with their multiple eyes. One experienced adventurer claims that gazers emit a strange buzzing sound as they move about. Remain alert when you suspect the presence of a gazer, as it is constantly on the alert for prey.
Ghost: Ghosts are generally found in cemeteries and other places of the dead, though their movements are all but unlimited. These ethereal spirits pass easily through solid walls and other obstacles, making them difficult to chase and difficult to elude. Though they do not posses great strength, their mobility and ability to use magic make them a force to be reckoned with.
Gremlin: Unimpressive in battle, gremlins usually roam in packs and will attempt to overcome you through sheer force of numbers. Given the chance, these persistent creatures will take whatever food you are carrying in your pack, distributing it amongst themselves in a frenzy of feeding.
Headless: The product of a wizard's failed experiments, these wretched creatures somehow manage to sense the location of their quarry and strike with unnatural accuracy. Do not fall prey to pity, for a headless would as soon strangle you with his bare hands as accept your mercy.
Horse: Being both strong and swift, these companions of the trail are invaluable when time is of the essence and one's strength is at end. The traveler should obtain a steed early in his adventuring. Occasionally, you may spy a majestic wild stallion roaming the broad plains, but catching and taming it is another thing.
Hydra: The putrid quagmire of the swamp is the spawning ground of this botanical nightmare. Survivors of the Great Battle on the Bloody Plains tell of driving the enemy into the adjacent swamplands where the carnivorous hydras completed their mission of destruction. While fearsome, hydras also bring good luck, of a sort - when one finds a hydra, the valued nightshade mushroom can usually be found close by.
Insects: These pesky, flying nuisances can be quite bothersome if stirred up by the careless explorer. A single buzzing swamp fly can be annoying; a biting swarm can leave the traveler depleted and exhausted.
Mimic: Disguised as abandoned treasure chests, these masters of illusion wait patiently for passing adventurers whose greed exceeds their wisdom. If you take a moment to observe questionable chests from a safe distance, the mimic may reveal its true nature by spitting venom in your direction.
Mongbat: Resembling a monkey as much as a bat, these winged anomalies are swift and powerful in their attacks. Though seldom encountered except in the deepest dungeons, encountering one in the dim subterranean light can unnerve even the stoutest among you.
Mouse: This timid rodent seldom ventures from its lair except under cover of night, and then only in search of crumbs of food. Cheesemakers are especially wary of the nocturnal activities of these otherwise benign creatures.
Rabbit: Though quite shy and non-threatening, these long-eared creatures are the bane of farmers, whose crops attract them in hordes.
Rat, giant: These voracious, overgrown rodents have evolved over the centuries in the dank, inhospitable sewers that honeycomb the levels below some castles. Having grown immune to most poisons, they are difficult to exterminate. Even a single bite from one of these giants can cause disease or plague.
Reaper: A remnant of an ancient enchanted forest swallowed up long ago in a cataclysmic upheaval, the reaper at first appears as a solitary tree trunk rooted in the dungeon rock. Closer examination reveals a grim intelligence which lashes out with long, gnarled branches and magical bolts of destruction. But, the resourceful adventurer can turn the threat of the reaper into the evening's campfire. Ofttimes uncovering hidden treasure in the process.
Rotworms: Born of the decaying detritus which carpets the swamplands, these loathsome invertebrates are more nuisance than threat - a pass of your torch across their path will usually keep them at bay.
Scorpion, giant: Is there anyone who has not flinched at the sight of an angered scorpion, its stinger poised to inject its victim with deadly venom? You are advised to keep moving when confronted by one of these armoured nightmares, lest you perish where you stand.
Sea Serpent: Like its land-based cousin, the dragon, a sea serpent will attack the seagoing traveler with magical fireballs and violent physical swipes of its long tail. The wise sailor avoids this nasty beast.
Sheep: Among the most docile of the beasts of the field, flocks of these highly beneficial creatures serve the common good by providing wool to the garment - and rug - makers and fine mutton to the pubs.
Silver Serpent: Since the days of ancient Sosaria, the silver serpent has been a part of our lives. Its form has been found etched on tomb walls, and ancient monuments have been found which were crafted in its image. Yet, a recent scouting brigade claims to have seen a dead silver serpent of incredible size near a gargoyle encampment. The scouts observed for a time and, upon their return, reported the gargoyles milked the slain creature of its venom and even ingested the fluid thus derived before entering battle. This ritual act seemed to give the gargoyles a short term increase in aggression and strength, though causing their death in the end. Whether the drinking of venom actually increased the gargoyle's strength is currently the subject of some debate at the Lycaeum.
Skeleton: The expressionless, hollowed eyes of the skeleton belie the malice that animates the otherwise lifeless latticework of bone and sinew. Conjured up by malcontented mages bent on mischief, these creatures - the restless remains of fallen warriors - are both fearless and tireless in battle.
Slime: This shimmering, amorphous mass seems more an oddity than a threat when first encountered. Constantly dividing and recombining, it seeks to surround the traveler who happens upon its swamp or dungeon lair. Though susceptible to damage from ordinary weapons, the experienced adventurer is always ready to use fire against the ooze's subtle maneuvers.
Snake: Emerging from their rocky lairs at the first morning light, these reptiles spend their days basking in the sun, warming their cold-blooded bodies so they can strike swiftly at their unsuspecting prey. They can even spit poisonous venom from several yards away with accuracy that is both horrifying and deadly.
Spider, giant: Though they spin their lethal webs deep inside dark lairs, spiders of this gargantuan variety often venture forth in search of prey. They are capable of inflicting painful bites or spitting their toxic sputum from great distance. But they are not invincible, and can be killed with a few well-placed blows.
Squid, giant: The dreaded scourge of all mariners, this horror of the high seas is legendary for its ability to destroy a large sailing vessel with its dexterous tentacles and crushing beak. It being exceedingly strong and durable, one should avoid confrontations with this nemesis of the deep.
Tangle Vine: Though this plant resembles a common hedge of briars and thistles, wary adventurers take care to avoid tangle vines. The sharp thorns that adorn this creeping foliage radiate from a well-protected central pod. As if swiftly growing limbs weren't threat enough, the flower pod gives off a sleep-inducing fragrance whenever it is threatened.
Troll: The brutish troll takes perverted pleasure in hiding beneath bridges so it can terrorize the unsuspecting traveler. Fortunately, trolls are relatively weak and they can lack endurance, so they pose only a moderate threat when encountered.
Wisp: Often mistaken for a harmless, forest firefly, the nocturnal wisp can both mystify and antagonize the adventurer. Though only causing minor harm in any single attack, its uncanny ability to dance about the field of battle, striking at will, can lead to serious cumulative injury.
Wolf: Both revered and feared, this canine lord stalks the high plains and forest alike on its quest for survival. Never, ever, put this wary beast in a threatening situation! Its bite is far worse than its mournful howl.
The Eight Circles of Magic
Mages with little training and experience are limited in the spells they can cast. As a spellcaster grows in stature, penetrating the mysteries of the highest circles of magic, he gains the ability to cast more powerful spells. Great power is not without cost, however. When he casts a spell, the mage experiences a drain in magical power equal to the level circle of that spell. Thus, a simple first level spell drains one point while a fifth level spell, more difficult to cast, drains five. The caster's magical power returns within a few hours.
The 1st Circle
Incantation: In Mani Ylem
Reagents: Garlic, Ginseng, Mandrake Rot
Effect: A fine bounty of food will be added to your pack
Incantation: Wis Ort
Reagents: Nightshade, Sulfurous Ash
Effect: Discerns the magical nature of special objects and the specific magical charge currently in an item
Incantation: Wis Jux
Reagents: Nightshade, Sulfurous Ash
Effect: Discovers concealed traps in suspicious chests and doors
Incantation: An Jux Ort
eagents: Garlic, Ginseng
Effect: Removes a sorcerous enchantment or poison which causes illness and bondage. Also awakens a person under the influence of a sleep spell.
Incantation: An Flam
Reagents: Garlic, Black Pearl
Effect: Extinguishes Flames
Incantation: An Mani
Reagents: Nightshade, Spider's Silk
Effect: Inflicts moderate damage on your opponent
Incantation: In Mani
Reagents: Ginseng, Spider's Silk
Effect: Applies healing energy to one who is injured
Incantation: Kal Lor
Reagents: (none are required)
Effect: When all is lost and death seems certain, this spell quickens the user's demise and resurrects him and his party before the Throne of Britannia
Incantation: In Flam
Reagents: Sulfurous Ash, Black Pearl
Effect: Ignites a lifeless torch, fireplace or brazier
Incantation: In Lor
Reagents: Sulfurous Ash
Effect: Illuminates a darkened area
The 2nd Circle
Incantation: Quas Lor
Reagents: Nightshade, Sulfurous Ash
Effect: Detects the presence of living, warm-blooded beings in the dark
Incantation: Ort Jux
Reagents: Sulfurous Ash, Black Pearl
Effect: Fires a moderately damaging missile at you opponent
Incantation: In Nox Por
Reagents: Nightshade, Blood Moss, Black Pearl
Effect: Poisons your opponent with toxic venom
Incantation: In Ylem
Reagents: Spider's Silk, Blood Moss, Black Pearl
Effect: Undoes the effect of the Vanish spell, making the vanished object return to this world
Incantation: In Zu
Reagents: Nightshade, Spider's Silk, Black Pearl
Effect: Induces unconsciousness in the chosen victim
Incantation: Ort Por Ylem
Reagents: Blood Moss, Mandrake Root, Black Pearl
Effect: Moves objects near the user without physical contact
Incantation: In Jux
Reagents: Spider's Silk, Nightshade
Effect: Places a concealed trap on a chest or door
Incantation: Ex Por
Reagents: Sulfurous Ash, Blood Moss
Effect: Unlocks magically locked chests and doors
Incantation: An Jux
Reagents: Sulfurous Ash, Blood Moss
Effect: Negates magical traps on chests and doors
Incantation: An Ylem
Reagents: Garlic, Blood Moss, Black Pearl
Effect: Makes simple objects disappear from this world
The 3rd Circle
Incantation: An Sanct
Reagents: Sulfurous Ash, Nightshade, Garlic
Effect: Reduces the effectiveness of a foe's armour, prowess and intelligence
Incantation: An Grav
Reagents: Black Pearl, Sulfurous Ash
Effect: Neutralizes magic fields generated by field spells
Incantation: Por Flam
Reagents: Sulfurous Ash, Black Pearl
Effect: Hurls a mighty flaming missile at your opponent
Incantation: Vas Lor
Reagents: Sulfurous Ash, Mandrake Root
Effect: Provides long lasting illumination
Incantation: An Por
Reagents: Sulfurous Ash, Blood Moss, Garlic
Effect: Applies a magical lock to a chest or door
Incantation: An Vas Zu
Reagents: Ginseng, Nightshade, Spider's Silk
Effect: Awakens all nearby sleepers with an explosion
Incantation: Vas Zu
Reagents: Ginseng, Nightshade, Spider's Silk
Effect: Induces sleep in all beings in the area targeted by the caster
Incantation: Vas Wis Ylem
Reagents: Nightshade, Spider's Silk
Effect: Reveals the world and the caster's place in it as though peering through an eagle's eye
Incantation: In Sanct
Reagents: Sulfurous ash, Ginseng, Garlic
Effect: Increases the effectiveness or armour as well as the target's prowess and intelligence
Incantation: An Xen Corp
Reagents: Garlic, Sulfurous Ash
Effect: Causes all undead in the caster's field of vision to flee
The 4th Circle
Incantation: Ort Ylem
Reagents: Sulfurous Ash, Mandrake Root, Blood Moss
Effect: Causes inanimate objects to come to life and wander about, though not under the caster's control
Incantation: Kal Xen
Reagents: Spider's Silk, Mandrake Root
Effect: Summons a wild beast to your side to aid in combat
Incantation: An Vas Mani
Reagents: Nightshade, Spider's Silk, Mandrake Root
Effect: Inflicts a grievous wound, nearly killing the target
Incantation: In Flam Grav
Reagents: Black Pearl, Sulfurous Ash, Spider's Silk
Effect: Creates a searing wall of fire
Incantation: Vas Mani
Reagents: Ginseng, Spider's Silk, Mandrake Root
Effect: Restores one's health
Incantation: In Wis
Effect: Reveals the caster's location like a magical sextant
Incantation: Vas An Jux Ort
Reagents: Garlic, Ginseng
Effect: Dispels all magic in the area targeted by the caster
Incantation: In Nox Grav
Reagents: Nightshade, Spider's Silk, Black Pearl
Effect: Creates a wall of noxious gases
Incantation: In Zu Grav
Reagents: Ginseng, Spider's Silk, Black Pearl
Effect: Creates a wall of sleep-inducing energy
Incantation: Rel Hur
Reagents: Sulfurous Ash, Blood Moss
Effect: Allows caster to alter the prevailing direction of the wind
The 5th Circle
Incantation: In Sanct Grav
Reagents: Mandrake Root, Spider's Silk, Black Pearl
Effect: Creates an impassable wall of energy
Incantation: Vas Por Flam
Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss
Effect: Creates a powerful explosion, injuring those caught in its blast
Incantation: Kal Bet Xen
Reagents: Blood Moss, Spider's Silk, Sulfurous Ash
Effect: Conjures up a swarm of insects to aid you in combat
Incantation: Sanct Lor
Reagents: Nightshade, Blood Moss
Effect: Causes beings to become unseen
Incantation: Ort Grav
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
Effect: Hurls a powerful bolt of lightning at your opponent
Incantation: An Xen Por
Reagents: Spider's Silk, Sulfurous Ash, Nightshade, Black Pearl
Effect: Momentarily paralyzes your opponent, thus disabling him
Incantation: Por Ylem
Reagents: Blood Moss, Spider's Silk, Nightshade
Effect: Lets the caster take one of the target's belongings
Incantation: An Sanct Lor
Reagents: Spider's Silk, Nightshade, Mandrake Root
Effect: Makes invisible beings in the area become visible again
Incantation: Kal Mani Corp
Reagents: Blood Moss, Mandrake Root, Nightshade, Spider's Silk, Sulfurous Ash
Effect: Lets the caster speak with the dead as though they still lived
Incantation: Wis Ylem
Reagents: Mandrake Root, Sulfurous Ash
Effect: Allows the caster to see places otherwise obscured by walls and obstacles
The 6th Circle
Incantation: An Xen Ex
Reagents: Black Pearl, Nightshade, Spider's Silk
Effect: Changes the alignment of the target to match that of the caster
Incantation: In Quas Xen
Reagents: Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade, Mandrake Root
Effect: Creates an identical, though not directly controllable, replica of any being
Incantation: Vas Quas
Reagents: Mandrake Root, Nightshade
Effect: Sends opposing foes into disarray
Incantation: Flam Hur
Reagents: Sulfurous Ash, Blood Moss, Mandrake Root
Effect: Sends a gale of flaming wind in the direction of your foes
Incantation: Kal Des Ylem
Reagents: Blood Moss, Black Pearl, Mandrake Root
Effect: Brings down a storm of hailstones upon the caster's enemy and the surrounding area
Incantation: Vas In Sanct
Reagents: Sulfurous Ash, Ginseng, Garlic, Mandrake Root
Effect: Increases the effectiveness of armour, as well as the prowess and intelligence of nearby beings
Incantation: An Ort
Reagents: Garlic, Mandrake Root, Sulfurous Ash
Effect: Temporarily prevents the casting of spells and magic
Incantation: Nox Hur
Reagents: Nightshade, Sulfurous Ash, Blood Moss
Effect: Sends a gale of noxious wind in the direction of your foes
Incantation: In Quas Ylem
Reagents: Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade
Effect: Produces a duplicate version of simple objects
Incantation: In Des Por
Reagents: Spider's Silk
Effect: Lays a fine sticky web upon the ground to hinder a foe's progress
The 7th Circle
Incantation: Vas Ort Grav
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash, Blood Moss
Effect: Causes a lively bolt of damaging energy to leap from one living being to another
Incantation: In Ort Ylem
Reagents: Spider's Silk, Mandrake Root, Sulfurous Ash
Effect: Empowers special items with magical energy
Incantation: Grav Hur
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
Effect: Sends a gale of wind in the direction of the foes
Incantation: Quas Corp
Reagents: Nightshade, Mandrake Root, Garlic
Effect: Causes all evil foes in the area to flee in terror
Incantation: Vas Rel Por
Reagents: Sulfurous Ash, Black Pearl, Mandrake Root
Effect: Telports the caster's party to a moonstone location determined by the moonphase
Incantation: In Corp
Reagents: Black Pearl, Nightshade, Sulfurous Ash
Effect: Sends a lethal bolt of energy towards an opponent
Incantation: Vas An Sanct
Reagents: Sulfurous Ash, Nightshade, Garlic, Mandrake Root
Effect: Reduces the effectiveness or armour, as well as the prowess and intelligence of all nearby beings, friend and foe alike
Incantation: Vas Sanct Lor
Reagents: Mandrake Root, Nightshade, Blood Moss, Black Pearl
Effect: Causes all nearby beings to become unseen, though still present
Incantation: Kal Ort Xen
Reagents: Blood Moss, Spider's Silk, Mandrake Root, Sulfurous Ash
Effect: Sends a powerful dragon's wings against your opponent
Incantation: Por Ort Wis
Reagents: Blood Moss, Nightshade, Mandrake Root, Sulfurous Ash, Black Pearl, Spider's Silk
Effect: Allows the caster to see otherwise obscured places up to 20 paces away
The 8th Circle
Incantation: Corp Hur
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
Effect: Sends a gale of lethal wind in the direction of foes
Incantation: Vas An Lor
Reagents: Mandrake Root, Sulfurous Ash, Nightshade, Garlic, Blood Moss
Effect: Causes the moons to block the sun's rays for a brief time
Incantation: Vas An Xen Ex
Reagents: Black Pearl, Nightshade, Spider's Silk, Mandrake Root
Effect: Changes the alignment of nearby foes to match that of the caster
Incantation: Vas Corp
Reagents: Black Pearl, Nightshade, Mandrake Root, Sulfurous Ash
Effect: Sends lethal bolts of energy toward all nearby beings
Incantation: In Mani Corp
Reagents: Garlic, Ginseng, Spider's Silk, Sulfurous Ash, Blood Moss, Mandrake Root
Effect: Restores life to a being who was dead
Incantation: Vas Rel Xen
Reagents: Blood Moss, Nightshade, Mandrake Root
Effect: All evil creatures are changed to slime
Incantation: Kal Xen Corp
Reagents: Mandrake's Root, Garlic, Blood Moss, Spider's Silk
Effect: Calls forth a daemon from the underworld who may assist you in combat
Incantation: An Tym
Reagents: Mandrake Root, Garlic, Blood Moss
Effect: Temporarily suspends the flow of time while the caster continues his journeys
Incantation: Vas Por Ylem
Reagents: Blood Moss, Sulfurous Ash, Mandrake Root
Effect: Causes the ground to shake, injuring all beings in the affected area
How do I get the runestones in the mouseholes?
Use a mouse. In Lord British's Castle, you'll find a talking mouse, Sherry. Offer her some cheese and she'll join your party. Protect her, for if she dies, the healers cannot resurrect her. Use her to go through the mouseholes to find the rune.
How do I free the shrines?
You must have the appropriate rune for each shrine. The hard way: go to each shrine, fight off the Gargoyles, and use the rune on the glowing purple force field. This will dispel the field so you can grab the shrine. The easy way: use the Orb of the Moons to teleport to the shrine. Use the rune on the shrine, grab the moonstone, and teleport away. The gargoyles will then leave the shrine, and you can come back later when it's safe.
How do I go up in levels?
You must know the appropriate mantra for each shrine. Go to a shrine and talk to it. Tell it the mantra when it asks, and your level will go up, if you have enough experience. The stats that go up are based on the shrine you've meditated at, like so:
Compassion +3 Dexterity
Honesty +3 Intelligence
Valor +3 Strength
Justice +1 Intelligence, +1 Dexterity
Honor +1 Intelligence, +1 Strength
Sacrifice +1 Dexterity, +1 Strength
Spirituality +1 Dexterity, +1 Strength, +1 Intelligence
Humility Does not raise statistics
How do I get the Thieves Guild belt from Phoenix?
Buy the Pickpocket spell from Rudyom in Cove and cast it on her.
Where are the map pieces?
Why won't the Shrine of Singularity let me pass?
You must first meditate at each of the eight human shrines.
How do I fix the Lenses?
Get the cracked Gargoyle lens from the Hall of Knowledge. Take it to the Gargish lens maker and ask him to repair it. Once it's fixed, take it to Ephemerides, who lives outside the Lycaeum. Say "lens", then "human". Give him a glass sword, and he'll make the human lens.
Why won't the Shrine of the Codex let me pass?
You must first meditate at the Shrine of Singularity. This triggers your Sacred Quest.
I buried a moonstone to create a moongate. How do I get it back?
Dig it up when the moons are both in the phase represented by the stone.
Ultima VI Reference Guide
by Lord British
The Main Menu
When you run Ultima VI, an introductory sequence will begin. Read all text messages that appear and press any key or click in the message box to move on to the next message or screen. (Press <escape> if you want to bypass this sequence altogether.)
When this is over, the main menu will appear, listing five options - Introduction, Create a Character, Transfer a Character, Acknowledgments, and Journey Onward. To select one of these options, click on it with the mouse. From the keyboard, use the arrow keys or numeric keypad to highlight the one you want then press return, or type the first letter of the option’s name.
The first time you play, you will want to go directly to Create a Character. Here, you can type in your character’s name and select his or her Sex and Portrait. Go on to the next portion of the character creation system by clicking on the Continue box (or by typing "C"). This will take you to a series of questions. Answer by selecting the A or B response to each question. The way in which you answer determines the kind of character you get.
When your character is complete, you will automatically be taken to the Introduction. This will tell you what the game is about. If you want to watch this again later, select Introduction from the menu.
If you’ve played Ultima IV or Ultima V, you may want to bring your character from on of those games over to Ultima VI. Transfer a Character allows you to do that. Select this option and follow the directions on the screen, then click on the Transfer button and you’re ready to use your old character in you new game.
Acknowledgments tells you who did what in the creation of Ultima VI.
Journey Onward takes you directly into the Ultima VI game. Select this option when you’re ready to play.
The game screen is divided into four regions - the map, the display, the status display, the message scroll, and the command icons.
The largest region, in the upper left, is the map. This shows the world you are moving through, with the view centered on you (or another member of your party if it’s their turn).
With a mouse, move your characters around by positioning the pointer over the map until it becomes an arrow pointing in the direction you wish to move. Then click the left button. Some actions ask you for a target location. (You may have to say where you want to drop an item, for example). To select a location, click on it with the left mouse button.
If you want to use the keyboard, move by pressing one of the arrow keys, or one of the eight keys around the 5 on the numeric keypad. These keys are also used to select target locations - move the crosshairs on the screen to the desired location and press <enter> to initiate the action.
You can also pass your turn and do nothing by positioning the mouse pointer over your character and clicking the left mouse button or by pressing the space bar.
The Status Display
In the upper right-hand corner of the screen is the status display. At the top of the display, the current position of Britannia’s sun and the positions and phases of the two moons in the sky are shown.
Beneath this is a roster of all the members of your party, along with each character’s figure and current hit points. A character whose hit points are printed in red is hurt badly; one whose hit points are green is poisoned.
When a party has more than five characters, arrows appear at the top and bottom of this part of the screen. Click on these arrows to scroll up and down through the list of party members. The + and - keys can also be used.
If you click on a character’s name, or press a function key (F1-F8), you will be shown their portrait and statistics. The higher a stat, the better. Strength determines how much a character can carry, and how effectively they can strike with bludgeoning weapons. Dexterity determines how quick they are (faster characters get to move and/or attack more often), and how effective they are with non-bludgeoning weapons as well as crossbows, bows, and other missile weapons. Intelligence determines the character’s bargaining ability and effectiveness as a spellcaster.
The next two stats show pairs of numbers - the current number of points the character has, and the maximum possible. Magic Points determine how many spells can be cast. For instance, a spell of the fourth circle uses four magic points. Health determines how much damage the character can take before being killed. Each hour, you recover a number of magic points equal to your current level. Health can only be regained by rest or healing.
The next statistic in the list is Level, which indicates how powerful a character has become through experience gained in past adventures. The last stat, Experience, determines when a player is ready to progress to the next level by meditating at a shrine.
To view a characters Inventory, click on one of the figures to the left of the roster. On the left side of the inventory display is a figure showing all equipment that is readied for immediate use - either held in the character’s hands, or being worn. If you are holding something that requires both hands, such as a crossbow, you will not be allowed to put anything in the other hand. Below this figure is the current weight of all Equipped (E:) items, and the maximum weight the character can have readied, measured in stones (s).
On the right side of the inventory dispay are all other items carried by the character. The total weight of his inventory (I:) is listed here, along with the maximum weight the character can carry. To ready or unready an item, just click on it with the left mouse button. To look inside a container in your inventory, such as a bag or a chest, just click on it. Click on it again to return to the main inventory display.
At the lower right, the character’s current combat mode is displayed (see "Begin/Break Off Combat," below).
Athe the lower left of the status display are five buttons. From left to right, their functions are: show previous character, return to party display, switch between portrait and inventory displays, show next character, and change combat mode.
To use the inventory display from the keyboard, press the <tab> key to move the crosshairs to the status display. You can then move to any item or button with the arrow or numeric keypad keys, and press <enter> to select it. Pressing the <tab> key again will return the crosshairs to the map.
The function keys F1 through F8 will switch the display to show the different members of your party. (If you don’t know the position of a character in your roster, the + and - keys allow you to show the next and previous characters.) F10 will return to the main party display. The asterisk (*) key will toggle between a character’s portrait and inventory displays.
The Message Scroll
At the lower right of the screen is the message scroll. All text describing things you see and hear, as well as the results of your actions, is displayed here. When a message is too long to fit on the scroll, a flashing, donwward-pointing arrow appears at the bottom of the scroll. Press the space bar or click in the message scroll to view the rest of the message.
The Command Icons
Underneath the map are then command buttons. The main commands in Ultima VI can be selected either with the mouse or keyboard. To use a command from the keyboard, simply press the first letter of its name. With the mouse, move the pointer to the command button you want to use and click the left mouse button. Then select the object or person you want to use the command on.
For frequently used commands, such as Get, Look, Attack or Move, you can set up a default command for use with the right mouse button. Click the right button on a command, and a blue ling will appear under it. Form then on, clicking the right button on any shape on the map or in your inventory display will execute that command on that object. You can change the default command at any time. For all functions other than executing the default command, the left mouse button should be used. The ten main commands follow.
ATTACK (A) is used to fight monsters, animals, or peoplee, or to attempt to destroy objects. After choosing the Attack command, choose a trget on the map that is in range of the weapon you have readied.
CAST (C) allows you to cast magic spells. You must have a spellbook readied, and have enough magic points and reagents available to cast the desired spell. When a character tries to Cast a spell, the spellbook will be shown in the status display, listing the names of all the spells they have learned. Each name is followed by the number of times that spell can be cast with the reagents in inventory. To page through the spells, click on the blue arrow buttons below the list or use the left and right arrow keys on the keyboard.
You can cast a spell by clicking on its name, or by selectin it with the up and down arrows and pressing <enter>. Typing the first letter of each syllable of the spell also works. For instance, to cast the Repel Undead spell - An Xen Corp - you could type AXC and press <enter>. Some spells require you to specify whom or what you are casting them on. Simply select a target on the map or in your inventory.
There is on special spell, the Help spell, which requires no reagents. This will return you instantly to Lord British’s Castle. It should only be used in the most desperate of situations, however, as it will usually cost your party many experience points.
TALK (T) lets you converse with the people you encounter in the game. Yo can also speak with some shrines and statues, and with the other members of your party. You must select the character on the map you wish to speak with. Their portrait will appear in the status display while they are speaking.
You talk by typing single words on the keyboard and pressing <enter>. All words may be abbreviated to the first four letters (e.g., "elephant" may be abbreviated to "elep").
Most people will respond to the words "name," "job," and "bye." (The "bye" command ends a conversation. You can accomplish the same thing by pressing <enter> without typing anything.) Some people will also respond the the words "join" and "leave," allowing you to add members to your party (up to a maximum of eight) or remove them.
During the course of conversation, people give you an idea of what they’re interested in talking about. If you have the help function on, as it is when you start the game, the subjects they want to talk about will appear in a different color on the screen; if help is off, you’ll have to figure out the key words in their conversations. You can turn help on or off by pressing control-H. However, be aware that some people will respond to other subjects, if you ask them.
LOOK (L) allows you to identify anyone or anything in the location you select, on the map or in your inventory. This command can be used to read books, signs, and gravestones, or to examine paintings. It will also give information on the effectiveness of weapons and armor. When you use the Look command on an object you are adjacent to, you will search it. This will reveal the contents of chests, bags, crates, barrels, etc. It will also let you find hidden items or secret doors.
GET (G) lets you pick up an object on the map. You must be standing next to it. If it isn’t too heavy, it will be put into your inventory.
DROP (D) can be used to lighten your load by getting rid of items you no longer need. First select the item in your inventory, then choose a spot on the map to place it.
MOVE (M) is used to push an item or to move it between characters in the party.
If you select an item on the map, you can sometimes push it to an adjacent square to get it out of your way. If it’s something alive, though, it may not always let you! Moving an item into a square with a chest, barrel, or crate will place the item inside it.
This command can also be used to move things in and ou of containers or from one character to another. To move an item to another character, click on them on the map. When you buy a new spell, you must move it into your spellbook before you can cast it.
USE (U) operates any object that has some function. Among other things, it will let you open and close doors and chests, enter or exit ships, climb ladders, milk cows, mount horses, light or extinguish fires, look into telescopes or crystal balls, ring bells, eat or drink food and beverages, or play musical instruments. When using a musical instrument, you play it with the numbers 0 through 9, and press <enter> when finished.
REST (R) lets your party set up a camp and recover health and magic points. You will be asked how many hours you wish to rest, from 1 to 9, and who will stand guard. Select a character on the map display, or press <escape> to have no guard. A character will not regain hit points if they are out of food, or if they stand guard. If you are ambushed while resting, however, your party will not be awakened unless you have someone on guard! You can only rest on land. At sea, this command repairs your frigate. Multiple "Rests" may be required to repair a ship completely
BEGIN/BREAK OFF COMBAT (B) switches back and forth between party mode and combat mode. In party mode, the members of your party automatically follow you around. In combat, each character will behave according to the combat mode you have selected for them on their inventory display. Characters in Front, Rear, or Flank modes will position themselves in a formation centered around you. Characters in Assault mode will attack the nearest enemy, while those in Retreat mode will avoid combat. Characters in Beserk mode will charge and attack the strongest foe. Lastly, if you select Command mode for a character, you can control their actions each turn, just as you do for your own character. You can change a character’s combat mode at any time, even in the middle of a battle.
Control - S Saves the game. You will be asked if you really want to save the game. Type "Y" (Yes) to save or "N" (No) to cancel the command and keep playing.
Control - R Restores the game to the last saved position. As in the case of the Save command, you will be asked to reply "Y" or "N."
Control -Q Quits the game and exits to DOS. Make sure you have saved the game first if you want to return to the game position later!
Control - H Toggles help mode on/off.
Control - Z Toggles sound and music onn/off.
1 through 8 Place a member of the party in solo mode. In this mode, you can move that character around and perform whatever actions you wish, while the rest of the party remains motionless. Note that you can’t talk to people or use ladders, dungeon entrances, or moongates in solo mode - you must be in party mode.
0 (Zero) Exits solo mode and returns to party mode.
Escape Aborts most functions.
All known spells of the Eight Circles of Magic are listed below. The first column gives each spell’s English language name/effect. The second column lists the magical syllables that form the spell’s incantation. (Rememer, you can cast a spell by typing the first letter of each syllable.) The last column tells you which reagents are necessary to cast the spell. These are abbreviated as follows:
As Sulfurous Ash Mo Blood Moss
Ga Garlic Ni Nightshade
Gi Ginseng Pe Black Pearl
Ma Mandrake Root Si Spider’s Silk
The 1st Circle
Create Food In Mani Ylem Ga, Gi, Ma
Detect Magic Wis Ort Ni, As
Detect Trap Wis Jux Ni, As
Dispel Magic An Jux Ort Ga, Gi
Douse An Flam Ga, Pe
Harm An Mani Ni, Si
Heal In Mani Gi, Si
Help Kal Lor <None>
Ignite In Flam As, Pe
Light In Lor As
The 2nd Circle
Infravision Quas Lor Ni, As
Magic Arrow Ort Jux As, Pe
Poison In Nox Por Ni, Mo, Pe
Reappear In Ylem Si, Mo, Pe
Sleep In Zu Ni, Si, Pe
Telekinesis Ort Por Ylem Mo, Ma, Pe
Trap In Jux Si, Ni
Unlock Magic Ex Por As, Mo
Untrap An Jux As, Mo
Vanish An Ylem Ga, Mo, Pe
The 3rd Circle
Curse An Sanct As, Ni, Ga
Dispel Field An Grav Pe, As
Fireball Por Flam As, Pe
Great Light Vas Lor As, Ma
Magic Lock An Por As, Mo, Ga
Mass Awaken An Vas Zu Gi, Ga
Mass Sleep Vas Zu Gi, Ni, Si
Peer Vas Wis Ylem Ni, Ma
Protection In Sanct As, Gi, Ga
Repel Undead An Xen Corp Ga, As
The 4th Circle
Animate Ort Ylem As, Ma, Mo
Conjure Kal Xen Si, Ma
Disable An Vas Mani Ni, Si, Ma
Fire Field In Flam Grav Pe, As, Si
Great Heal Vas Mani Gi, Si, Ma
Locate In Wis Ni
Mass Dispel Vas An Jux Art Gas, Gi, Ni
Poison Field In Nox Grav Ni, Si, Pe
Sleep Field In Zu Grav Gi, Si, Pe
Wind Change Rel Hu As, Mo
The 5th Circle
Energy Field In Sanct Grav Ma, Si, Pe
Explosion Vas Por Flam Ma, As, Pe, Mo
Insect Swarm Kal Bet Xen Mo, Si, As
Invisibility Sanct Lor Ni, Mo
Lightning Ort Grav Pe, Ma, As
Paralyze An Xen Por Si, As, Ni, Pe
Pickpocket Por Ylem Mo, Si, Ni
Reveal An Sanct Lor Si, Ni, Ma
Seance Kal Mani Corp Mo, Ma, Ni, SI, As
X-ray Wis Ylem Ma, As
The 6th Circle
Charm An Xen Ex Pe, Ni, Si
Clone In Quas Xen As, Si, Mo, Gi, Ni, Ma
Confuse Vas Quas Ma, Ni
Flame Wind Flam Hur As, Mo, Ma
Hail Storm Kal Des Ylem Mo, Pe, Ma
Mass Protect Vas In Sanct As, Gi, Ga, Ma
Negate Magic An Ort Ga, Ma, As
Poison Wind Nox Hur Ni, As, Mo
Replicate In Quas Ylem As, Si, Mo, Gi, Ni
Web In Des Por Si
The 7th Circle
Chain Bolt Vas Ort Grav Pe, Ma, As, Mo
Enchant In Ort Ylem Si, Ma, As
Energy Wind Grav Hur Ma, Ni, As, Mo
Fear Quas Corp Ni, Ma, Ga
Gate Travel Val Rel Por As, Pe, Ma
Kill In Corp Pe, Ni, As
Mass Curse Vas An Sanct As, Ni, Ga, Ma
Mass Invisibility Vas Sanct Lor Ma, Ni, Mo, Pe
Wing Strike Kal Ort Xen Mo, Si, Ma, As
Wizard Eye Por Ort Wis Mo, Ni, Ma, As, Pe, Si
The 8th Circle
Death Wind Corp Hur Ma, Ni, As, Mo
Eclipse Vas An Lor Ma, As, Ni, Ga, Mo
Mass Charm Vas An Xen Ex Pe, Ne, Si, Ma
Mass Kill Vas Corp Pe, Ni, Ma, As
Resurrect In Mani Corp Ga, Gi, Si, As, Mo, Ma
Slime Vas Rel Xen Mo, Ni, Ma
Summon Kal Xen Corp Ma, Ga, Mo, Si
Time Stop An Tym Ma, Ga, Mo
Tremor Vas Por Ylem Mo, As, Ma
Ultima VI Walkthrough
By Rand VanFossen
January 6, 1998
There are many sub-plots in this game. It is not necessary to accomplish all the quests. We've provided the necessary quests. Take other quests as you wish.
When you arrive in the game you will be in Lord British's Throne Room. You must attack the three gargoyles in the room. After you kill them, talk to Lord British. Click on the talk icon then click on Lord British, or press 'T' on the keyboard and use the arrow keys to select him and press enter.
You must answer questions from the Compendium. Answer the questions and Lord British will fill you in on what has been happening around Britannia since your last visit and give you a key (Key A). Any texts which appear in bright red are topics which Lord British will tell you about. When you get the prompt 'You say:' type in the word and press enter. Not all topics will appear in bright red. You must ask about other topics too. Most will come later in the game.
After you finish talking to Lord British, talk to Nystul. He will ask about the book in Iolo's possession. He will tell you to take it to the Lycaeum. Nystul will also ask about the Orb of the Moons in your possession. After you finish talking to Nystul, talk to Lord British again and ask about the stone. Just type 'stone' at the prompt. He will inform you how the stone works. Below is a diagram of where the stone will take you.
It is recommended at this point that you collect items from within the castle to prepare you for your journey. Roam around the castle and grab items which may be useful. It will be useful to talk to people around the castle. Make sure you talk to everyone. Some people you are not required to talk to, but they can provide many other quests not mentioned in this walkthrough.
You may want to ask Sherry to join your party later in the game. You can get cheese for her in the kitchen storage room. Eventually, she will get you a rune you can't reach in Jhelom.
You need to collect the rune in Britain. Talk to Ariana and ask her about 'runes'. She will give it to you after you get her parents permission. Go to the Blue Boar Tavern and talk to Anya. Ask about 'rune'. She will grant you permission to borrow the rune. Return to Ariana and get the Rune of Compassion.
Cove - Talk to Ahramaand and ask him about the rune. Then ask about the 'mantra'. He will tell you to talk to Lord British's Chancellor Tholden. Tholden will tell you a bit about where to find the other stones. He will inform you to talk to the Bards in Britain. Ask Kenneth about the Mantra and he will tell you 'Mu'. Teleport to the Shrine of Compassion with the Orb of the Moons. You may also reach the Shrine by traveling east of Britain. Use the Rune of Compassion with the shrine by chanting 'mu'. This will free the shrine. Grab the moonstone.
Skara Brae – Talk to Major Trenton first. Ask him about the 'mantra' and he will tell you to read it in a book. He will also tell you that Quenton has the rune and is dead. You will find a cottage just north of the moongate. Marney is Quentons daughter. In the chest, you will find the Rune of Spirituality and a Book of Spirituality. The book will tell you the mantra is 'om'. Free the shrine by teleporting with the Orb of the Moons and chanting the mantra. Once the shrine is free, grab the moonstone.
While visiting the Island of Skara Brae, visit Horace the magic user. Purchase the Explosion Spell and the Kill Spell.
Yew – Talk to Mayor Lenora. Ask her about 'runes' and ask twice about 'mantra'. She will tell you the mantra which is 'beh'. A thief has stolen the rune and is jailed just south of the sundial in town. Go into the jail and talk to the guard. He will tell you he can't give you the key to the jail without the permission from the Mayor. Return to the Mayor to get 'permission'. Talk the guard again and get the key to the locked door to the east. The thief is in the south cell. Look in the window to talk to the thief. Tell the thief you can gain his freedom by telling you where the rune is. He will tell you that it is under a potted plant in the Slaughtered Lamb Inn, just north of the sundial. Get the rune, and go to the Shrine of Justice. Follow the road east and just north of Yew. You may want to teleport there with the Orb of the Moons. Free the shrine and get the moonstone.
Note: You may want to buy swampboots for all party members in this town while you are here.
Minoc – Talk to Major Isabella. She will tell you the healer Tara will be able to tell you the mantra. Ask her about the 'rune'. She will tell you she gave it to Selganor the Artisan. Talk to Tara the Healer. Ask her about 'mantra'. She will tell you the mantra is 'cah'. Go to the Artisan Guild Hall, which is west of Isabella's house. Talk to Selganor the Artisan and ask about 'runes'. He will tell you that he will give the rune, but you must first become a member. To become a member, you must make panpipes. You must talk to Julia about making these. You must also be able to play the song 'stones' on the pipes. Learn the song by asking Gwenno about 'stones'. Gwenno can be found in the guild and Julia can be found north of the guild. Talk to Julia and she will tell you that you need a fresh cut board to make the pipes. You must get the wood in Yew. Teleport or walk to Yew and talk to Mayor Lenora about 'wood'. She will tell you to go west of her house until you run into trees, and then to the north. There you will find the woodcutter Ben. Ask him about 'wood' and he will sell you a piece of wood for 5 gold pieces. Get the wood and take it to the woodcutter in Minoc. Use the Orb of the Moons to get there, or walk to Minoc. If you teleport to Minoc, the woodcutter is directly south of the moongate. Talk to Aaron about 'wood' and he will cut your wood into a board at a small fee of 5 gold pieces. Return to Julia and ask her about 'Panpipes' and 'board'. She will make them for you. Now go to Gwenno, and ask about 'stones' if you haven't already. The order of stones is:
Once you learn Stones, you become a member of the guild and get the Rune of Sacrifice. Teleport or walk to the Shrine of Sacrifice. Follow the path east of Minoc until you hit the mountains to get to the shrine. You will find a pass through the mountains to the desert. Travel east through the desert until you reach the shrine. The shrine is located in the middle of the desert. Chant the mantra 'cah' and free the shrine. Grab the moonstone.
Moonglow – You will find the Mayor Aganar within town. Ask him about the 'mantra' and he will tell you to talk to Penumbra. Ask him about the 'rune' and he will tell you Beyvin (the most honest man he knows) has the rune. He will tell you that Beyvin lives with Penumbra. Find Penumbra just east of the moongate. You will need to cast 'dispel field' to get into talk to her. If you don't have the spell, you can get it north of Moonglow past the Library of Lycaeum by talking to Xaio. The spell will cost 75 gold. Ask Penumbra about 'mantra'. She will tell you for 5 gold pieces. The mantra is 'ahm'. Ask her about 'Beyvin', and she will tell you he is dead. Ask about 'rune'. She will tell you it was buried with Beyvin in the catacombs underneath Moonglow. Just south of the tavern in Moonglow is Manrel house. Find him and ask him about 'Beyvin'. He will give you a key to his crypt if you drop off flowers and the crypt for him. Get to the catacombs by going to Xaio's house and cast 'Unlock Magic' on the magically locked door. If you do not have this spell, talk to Nicodemus in Yew, or get it in Skara Brae. Go down the stairs and you will be there. Beyvin's tomb is on the second level.
When you reach the tomb of Beyvin, search his bones and you will find the Rune of Honesty. Leave the flowers given to you by Manrel. Leave the Crypts by teleporting to the Shrine of Honesty, otherwise you will need a boat to get there. The shrine is located on a island north of Moonglow. Free the shrine by chanting the mantra 'ahm' and grab the moonstone. After you get the stone, teleport to Trinsic.
Trinsic – The rune of Honor is in the middle of the town on a pedestal. Just grab it. Talk to Lord Whitsaber and ask about the mantra. He will tell you to chant 'summ'. Take the Rune to the Shrine of Honor to the west of town.
New Magencia – There is a magic shield under a plant near the docks. Talk to Conor. Ask him about the 'mantra'. He will tell you 'lum'. Now talk to Lord Antonio about 'runes'. He will tell you to seek out the most 'humble' person in town. Everyone you speak to will tell you they are the most humble except for one person; Conor. He is actually the most humble. That is the answer to his question. He will give you the rune. Teleport to the Shrine of Humility, or you may want to travel there by boat to the island south of New Magencia. Free the shrine by chanting the mantra 'lum'. Grab the moonstone.
Jhelom – Talk to Zellivan, Lord of Jholom, and ask about the 'rune'. He will let you know that he had a tournament for the rune, and no man won. Ask 'mantra' to Zellivan, and he will tell you to go to the Sword and Keg pub. Now, go to the blacksmiths shop, just west of Zellivans. You will find 'Nomann' there. Ask him about the 'rune'. He will tell you about a 'tale'. Ask 'tale', and he will tell you that rat took the rune and ran away. Go to the pub and talk to Lyssandra the barmaid. Ask her about 'rune' and she will mention the rat. Ask about 'rat', and she will tell you where the rat hole is. Say 'idea' and she will tell you to get Sherry. Teleport to Lord British's castle and get Sherry to join your party. You must have cheese for Sherry. Now teleport back to the tavern in Jhelom. Enter solo mode with Sherry. While you are Sherry, enter the rat hole and get the Rune of Valor. You may want to pick up other items while you here. Return to party mode after you leave the rat hole. Talk to Culham. Ask him his name twice, and then ask him about 'mantra', 'sing', and then 'play'. He will give you the mantra 'ra'. Teleport to the Shrine of Valor and free it by chanting 'ra'. You may reach this shrine by taking a boat to an island south of Jhelom. Grab the moonstone once you free the shrine.
Lycaeum – Just east of the library, before the astronomer, you will find Mariah's house. She may be in the Library. Ask her about the Book of Prophecy by saying 'book'. She will tell you about a tablet with similar writing. Ask about 'tablet' and she will tell you to talk to the Gypsies. Grab the tablet from her desk in the study. Go down the ladder surrounded by the force fields. You will, of course, have to cast 'Dispel Field' before doing this. Once down, follow the map below to grab a couple books. Get the book titled 'Wizard of Oz'. Lord British will give you gems for this. Another good book is the 'Book of Mantra'. This will list all the mantras.
Note: Visit Xaio and purchase the telekinesis spell, Explosion Spell, and the Locate Spell.
Gypsies – Look for Zoltan, King of the Gypsies. Zoltan will be traveling with 3 other people. One of these people is a juggler name Blaine. They can be found in any city in Britannia. They often travel from city to city. Ask Zoltan about the 'tablet'. He will tell you to seek out Captain Hawkins in Buccaneers Den. The tablet was broken in two pieces. He was able, however, to take the other half of the tablet to the Lycaeum. You should have picked up this piece at the Lycaeum already.
Buccaneer's Den – Located directly east of Paws, you can reach the Den two ways. Get boats and sail there, or venture through the sewers under Lord British's castle. Find Homer and ask him about Captain Hawkins. Then ask about the 'tablet' and he will mention Captain Hawkins buried treasure. Now ask about 'treasure', then 'cave'. He will tell you about the map which is in 8 pieces if you will help him. Homer has one piece, and he will help you if you bring him the other pieces. He gives you five clues on where to find map pieces. Locate these people.
1. Hawknose went to the Dry Land to kill the demon.
2. Sandy the cook went to Trinsic.
3. Ybarra said he was headed for the dungeon shame.
4. One of the men may have died in a shipwreck.
5. Another one has settled in Jhelom, but cannot remember his name. He has a hook for a hand.
Map Pieces – You must get the map pieces now. Teleport to Trinsic and talk to Sandy. Ask him about 'pastry' and he will ask you for 'favor'. Tell him 'favor' and he will ask you a riddle. The answer to this riddle is 'egg'. Tell him 'egg', he will tell you to get a dragons egg. You may get a dragons egg in Dungeon Destard which in located northwest of Trinsic. Destard is hard to find. Head south of the mountain range and look for the pass heading north. It is located in there.
Dungeon Destard – Warning, this dungeon requires high skills to master. You need to go down to the fourth level to find the dragons egg. On level two, drop down one of the holes. When you get to level four, the eggs will be located in the north cavern. Grab a couple eggs and look around for some nice treasure. Once you have the dragons egg, teleport back to Trinsic with the Orb of the Moons, or work your way back up through the levels. Once in back Trinsic, talk to Sandy. Give him the egg. Tell him you are interested in learning about pirates. He will tell you about more pirates where you may find the other map pieces.
6. A pirate in Serpents Hold has a piece of the map. He cannot remember her name.
7. Another pirate resides on Dagger Isle, a hermit.
8. A pirate a Empath Abby, Nathaniel Moorehead.
9. Mayor Whitsaber is the last pirate.
Talk to Mayor Whitsaber in town. Call him 'Gorden'. Tell him 'map' and keep his secret. You now have a map piece.
Teleport to Jhelom and talk to the peasant Heftimus McPry. Giving him gold and ask him about the 'map'. Give him the 20 gold and he will tell you he tried to start a fire with it in Dungeon Wrong. Travel to Dungeon Wrong. Get to the dungeon by teleporting with the Orb of the Moons to Yew. Travel east towards Minoc. Take the boat across the river. Continue to follow the path east, until you run into the mountains. Now go North and you will find a path in the mountains going east. Go south, then west and you will find it here in the mountains.
Dungeon Wrong – Upon entering, travel to the East. Open the magically locked door with the 'unlock magic' spell. Travel down the stairs. Go to the east end of level two and cast telekinesis on the lever behind the portcullis. Travel west on level two and go down to level three through the door which was just opened. On level three, go to the door on the east side, northern door. Enter the door and kill the hydra. Look for secret door on north wall. Open the door and follow the passage to the next room which will contain the next map piece. Grab some treasure here too. Use the Orb of the Moons to get out of Wrong, or explore the caverns more. You need to teleport to Britain so to find Dungeon Shame.
Dungeon Shame – This dungeon is located west of Lord British's castle in the mountains. You will need food to give to Ybarra. There is also a Cyclops cave near this dungeon. Once you enter the dungeon, head past the building and go south. You will find a stairway down. Go down. On level two, simply follow the passage to the southwest and you will find the ladder to level three. On level three there are two ladders leading down. Take the ladder furthest north. Just follow the passage and on level four you will find Ybarra. Say 'food' to him, and then he will talk to you. Say 'map' and he will ask you more food in exchange. After you get the map, teleport to Yew.
Empath Abbey – Once you teleport to Yew, Empath Abbey is easy to find. It's just southwest of Yew; follow the road. Locate Nathaniel Moorehead's wife, Sylaina, slightly north and to the west. Ask about the 'map' and she will tell you the Gypsies stole it. You need to locate the band of Gypsies in their camp just north of Trinsic. Teleport using the Orb of the Moons to get there.
Gypsy Camp – After you arrive at the camp, talk to Arturos. Ask him about the 'map'. He will offer to sell it for 100 gold. Say no to this. He will hold out up to 50 gold. Buy the map piece and teleport to the Shrine of Sacrifice.
Ant Mound – After Teleporting the to Shrine of Sacrifice, go directly south and you will find the hole in the ground which will lead you to the Ant Mound. Go down. To get to level one, go north, then travel west. There you will find a large open area with four columns in it. In the center of the columns is another hole. Drop down into this hole. On level two, there are two holes to drop down. Drop down to the closest one, which is just to the east and the first passage north. On level three, go all the way south, then follow the passage to the west, which will bring you to the next hole you need to drop down. After dropping down, you will be on level four. Go north, then follow the first passage east. Follow this passage east through the room with the four pillars in it, to the next large room. Here you will find the queen ant. In the southeast corner of the room you find the body of Hawknose. Search his body and you will find the map piece. Teleport out of there to Britain.
Dagger Isle – You need to reach this by boat or skiff. Purchase one in Britain. You just teleported here, so find the ship master and purchase a deed. You should have enough gold saved up by now. Travel east across the ocean to Moonglow, then head north. That island is Dagger Isle. Head to the northeast part of the island and get out of the boat. Search for a lone house and look for Bonn the pirate. Ask him about the 'map'. He will tell you it is well hidden. He mentions his basement. Leave Bonn and go to his house. You will see a harpsichord inside. Move it and it will reveal the ladder to the basement that Bonn was talking about. Find the map piece down there in the crate. It will be in the third bag. Lots of other items here. Grab what you need. Return to the boat and travel to Serpents Hold, which is located directly south of Buccaneers Den.
Serpents Hold – Once at the hold, look for a female character. You are looking for Morchella. Try checking the tavern. Ask her about the map. She knows about the map, and will tell you where it is if you give her a magic shield. Give her a magic shield and she will give you the map.
Shipwreck – The wreck is located at 71 degrees south, and 15 degrees east. Look at the ship and the map piece will be revealed. Grab it and head back to Buccaneers Den.
Buccaneers Den – Go back and talk to Homer. Tell him you have all the map pieces. He tells you to find the island with the 'x' on it. Three stones stand in the center. Walk three paces to the south, then nine paces west, and then twelve more paces south. This will put you next to an old dead tree. Dig in the dirt just south of your position and you will find treasure. Before leaving, put the map together. Find a large area on the ground and assemble the map. This will pinpoint the Treasure Island with the 'x' on it. As you will notice, it is just southeast of Buccaneers Den.
Treasure Island – Once on the island, find the three stones and stand in the center. Walk three paces to the south, then nine paces west, and then twelve more paces south. This will put you next to an old dead tree. Dig in the dirt just south of your position and you will be able to drop into the hole. Once in the hole, just go north. Take the passage west and follow it to the south. Avoid hole, do not drop in hole going west. Go south, then go east until you can only go south. Go west until you can only go north. Go north until you get the stairs. Take those stairs down to level two. On level two, go all the way south, then take passage to the west until you go north. Then go west at 'T'. Take first split to the north, then take the next passage west to ladder. Go down this ladder to level three. On level three, follow the west passage, which will go south, then west again. Follow it north until you can only go west. Then take the first north passage and at the 'T' go east to hole. Drop down this hole to level four. Once in level four, follow the passage around until you get an option to turn north. Take the third path to the north. You will need to use the 'Dispel Field' spell to remove the poison fields. You will then come to a large building with a locked door. Use a powder keg or the Explosion Spell to open the locked door. Behind the door you will find many treasures. Most importantly, get the cloak, tablet, and the magic fan. Leave this place be leaving the way you came in, or use the Orb of the Moons to get back to Buccaneers Den. You may lose your skiff or ship if you teleport.
Buccaneers Den – Now that you've got the cloak, talk to Homer again. Give the cloak to Homer. Teleport with the Orb of the Moons to Moonglow. This is the closest you will get to the Lycaeum.
The Lycaeum – Return to the Lycaeum and talk to Mariah about the 'tablet'. She will study the tablet and tell you a story about the end of the world. She will tell you about a Gargoyle named Sin'Vraal located in the desert. Seek him out. Teleport with the Orb of the Moons to the Shrine of Sacrifice. Sin'Vraal's home is located just of south of the shrine. Find him and ask him about 'prophecy'. Then ask him about 'sacrifice'. He will then tell you to seek out another Gargoyle through Hythloth. Ask about 'intelligence', and will inform you about flying. Ask about 'flying' and he will tell you about the balloon. He will also tell you that you need to speak to someone in Minoc. Teleport to Minoc or walk there.
Minoc – Once you arrive, talk to Selganor. Ask him about the 'balloon'. Now ask him about 'Sutek'. He will tell you where to find him. Look east of Serpents Hold on an island. Travel there.
Sutek's Castle – Find the docks to the south and walk to the north. His evil bunnies will attack you. Use the Explosion Spell on the locked door. Once inside, use the Telekinesis Spell on the crank across the void. This will lower the bridge. On the north wall you will see a decorative sword. Move the sword away along with the plaque behind it. Now look at the wall and you will see a secret door. Pass through this door. The chamber you need to get in is to the east. Use the Dispel Field spell to lower the force field. Open the door to the northwest. Dispel all the fields here too. Use two of the levers only. Pull the ones on the far right only. Leave the one on the left. You should now be able to work your way up to the Hydra. Kill the Hydra and get the decorative sword and plaque on the wall. There is a kidden door behind it. Inside you will find Sutek himself. Talk to him and ask about the 'balloon'. He will tell you to go to the catacombs. These are located in the Hydra's Chamber to the south. Find the secret door and go down the ladder. Once down on the first floor of the catacombs, go to the room in the northwest. Use the switch on the right only. This will open a door to the south, allowing access to the ladder down. On the second level, open the secret door to the north. Ignore the horse and head east, then north. Descend to level three. On level three, go south and take the second east passage. Then go south to the ladder. Go to level four. On level four, walk to the northeast corner of the catacombs to find the balloon plans. Get these and return to the Castle Level.
Balloon – You will need several items to make the balloon. Go to Minoc to get the basket. Michelle the basketmaker will get you this. Ask about 'basket'. Choose 'custom basket' and say 'plans' to her. She will make a basket for you, but it will cost 300 gold. Get the basket and head to Paws. You need silk and the only person to give it to you is Arbeth. Ask her about 'silk'. She will sell you a spool for 20 gold. Make sure you have spider silk. She gives you the thread. You now need to get the thread woven into silk cloth. Arbeth recommends talking the silk thread to Thindle to get it woven. Thindle tells you only one person can do this. Travel to New Magincia and talk to Charlotte. Have her weave it for you. Return to Paws and speak to Marissa. Tell her about the 'plans'. She will create the silk bag for you. Go buy rope from Mortude in Paws. Get a cauldron in Dungeon Wrong on level one. Once all the balloon materials have been readied, read the plans. A balloon will be made on the ground. Have a strong character hold the balloon.
Hythloth – As Sin'Vraal mentioned, you must go to Dungeon Hythloth. This is located near the Shrine of Humility. Enter the dungeon. The ladder for level two is in the northeast corner of level one. Descend down and head north and follow the path which will lead into a large room with fire. Head to the south wall and the room will come to a point. West of this point is where you will find the ladder to level three. On level three, go east, north, then take the west path. Follow this path and you will come to a fork. Head south. Follow this path south until you get to a room with a ladder going up, and a ladder going down. Take the ladder down. On level four, go north and take the second passage west. Now take the passage south until you reach a fork. Head east. Take the first passage south and follow the west passage. This will lead you into a room with a building. You need to find Captain John and talk to him. Talk with him and ask him any questions highlighted in red. He will eventually ask you if you want to learn the language. He will give you a scroll for the language. Once you acquire this scroll, read it. Take the stairs down. The stairs are located west, then north of Captain John's house.
Realm of the Gargoyles – The first Gargoyle you will meet is Beh Lem. Talk to him and he will join your party. He will want you to talk to his father, Valkadesh. Find him by following the mountains north, then head east. Follow the coast line to the south and you will eventually come to his house. Talk to him. Ask him about any topics which appear in red text. He will eventually tell you that you will need to surrender to Lord Draxinusom. Find Draxinusom and tell him 'surrender' then 'sacrifice' as Valkadesh told you earlier. He will give you an amulet. Now visit Naxatilor the Seer. Talk to him and ask him any questions in red text. He will tell you to talk to the healer about the codex. Travel north and talk to him. He will heal your party at no charge. Ask him about the 'codex'. Now talk to Naxatilor the Seer and ask him about the 'vortex'. He will tell you to look in the Hall of Knowledge. Go to the Hall of Knowledge and read the Book of Rituals. Look for the broken Vortex Lens in the South Hall. Get it and take it to the lens maker. He will repair it. Take the Lens back to Naxatilor and he will tell you to get another lens crafted by humans. You need to go to Moonglow. Talk to Ephemerides in Moonglow. You can find his shop just east of the Lycaeum. Ask him about the 'lens' and he will make one for you if you have a glass sword. There is no additional charge for the lens. Return to the Realm of the Gargoyles and talk to Captain Bolesh at the healers. Ask him any questions which appear in red text. He will talk about the cube. Talk to the caretaker at the Hall of Knowledge. Ask him about the 'cube'. Now launch your balloon to the north to get to the Temple of Singularity. Make sure you are setting a south wind. Fly over and land on the other side. Dispel the fields and enter the Temple. Talk to the triangular alter. Ask about the 'codex'. You are seeking this for 'both' races. Ask about each of the alters for each catacomb.
Catacombs – Passion. The catacomb of passion is on the East Coast. Go into the catacombs and talk to the Statue of Minox and learn the mantra 'or'.
Control - The catacomb of control is on the West Coast. Go into the catacombs. Use the switch on the wall to the northwest. Use the switches and levers as follows:
Lower case x's are the levers you need to use. Don't touch the large X's. Head north and talk to the Statue. After you learn the mantra 'un', head to the next catacomb.
Dilligence - This is located to the south. Once in, head south through two doors. Now go west. Look at the wall in the south. It will open up a door and reveal a ladder. Follow the passage to the northwest to learn the next mantra 'us'. Once you have learned all the mantras, head back to the Temple. Chant the mantra 'UMORUS' and the alter will grant you the quest.
Final Quest – Find the Stonegate. Located south of Minoc. Find Papa Cyclops and talk to him. You will need to get his fishing pole and fish in the ocean. Catch a fish and return it to Papa Cyclops. He will give you a key which will allow to get the Vortex cube. Enter the keep and look to the south and you will find a secret door. Go down this ladder. Use all the levers in this room and return up again. Go down another ladder besides the one you just came up. Find another ladder down here which will lead you down. Go the far southwestern room and use the ladder there to go down. Travel east, then north and use the ladder. Go to the east door and cast 'Magic Unlock' on it. Open the door and travel east and immediately look at the north wall. Go through the secret door and use that switch. Go to the south and then west. Go north and there will be another secret door. Cast 'Dispel Field' on the poison field. The next door will be opened with the key that Papa Cyclops gave you. Inside you will see the Vortex Cube. Get it and leave.
Go to the Shrine of Codex by boat, skiff, or balloon. This is located just north of the Shrine of Humility. You should be able to pass through the statues and find the Shrine itself. Read the book and find out the steps to send the codex. Drop the Cube in front of the codex. Place the Britannia lens to the left of the shrine, two tiles away. Do the opposite for the Gargoyle Lens. Drop all the moonstones into the Cube. Now use the Cube.
Congratulations. You've won.