The book of



as written by Batlin of Britain


i. Salutations to the Traveller

Good morning to thee, gentle friend and traveller!

No matter what time of day it might be when thou art reading this – no matter what the hour of the clock – I say good morning to thee because this very moment brings to thee the coming of the dawn. The dawn, as everyone knows, is the moment when illumination comes. The dawn marks the end of the long dark night, and a new beginning. It is my humble hope that these words may be for thee a dawning, or at least, a type of awakening.

I call thee "traveller" no matter if thou hast never left thy home town, no matter if thou wilst never again leave thy room, because all of us are travellers. I call thee traveller for truly all of us travel a spiritual or philosophical path – even if it is simply by living the life that we choose to live, or by searching for a new life when our current one fails to satisfy our needs as thinking spiritual beings.

It is past time that I introduce myself to thee, gentle friend and traveller. My name is Batlin, and indeed I have been following this quest all of my life. It has been a long road, but the rewards have been beyond measure. If thou wouldst permit me, I would very much wish appreciate sharing these rewards with you.


ii. The Story of Batlin – Part the First

There is much that I have set out to tell thee in this book. Some small part of it involves my own personal story. As that is the least important part of this book, I shall quickly relate my tale first, gentle friend and traveller. In that way we shall soon have it over with and then be free to pass on more important concerns!

I was born in the forests surrounding the city of Yew and educated in the traditions of the Druids. Having been raised in the city of Justice, I was taught to always strive for fairness in dealing with others, and these teachings left a lasting impression upon me. But while I found trees, birds and moons to be very beautiful, I determined to dedicate my life to the service of people. So it was I left to seek my fortune in the world.

This was a time when, over Lord British’s objections, unruly lords waged war against each other, so there was little else to do but become a fighter in the city of Jhelom. I regret killing, although much of what I did helped bring peace to our land once more. I learned well how to defend myself and to find the courage one must have to survive in battle. I also learned respect for those of valor who earn their wage by combat. Eventually those little wars ended, and I found myself penniless and without a trade in the capital city of Britain.

I became a Bard simply because a Bard was needed at the Blue Boar. There were none about, and I had the loudest voice. Never had I considered myself to be musically inclined, but it was a fair alternative to starvation. My voice was painful. My mandolin strings would break rather than let me stroke them. After much heckling and many a thrown bottle, my talents did slowly develop. As the years passed I began to feel the deep compassion that bards known when singing of heroic deeds. I discovered that sharing a spiritual rapport with my audience was very moving. Several of my ballads are still sung today (although by tradition, the player will no doubt take credit for composing them himself).

While in Britain, I met two remarkable individuals. They were twins, Elizabeth and Abraham. They were also well versed students of philosophy, and many were the hours we spent in discussion and debate. We did raise our voices on occasion,

Gentle friend and traveller, but that did not prevent us from becoming fast friends. Although I would never presume to intrude upon their privacy by revealing the many fascinating details I learned about them and their lives, I will say that they play a truly significant role in the part this book that is my story.

A mage from Moonglow who had heard me perform came to offer me employment as his assistant. Magic has always fascinated me, and so I became his apprentice. I will always remember his teaching that if I was to successfully commune with the visible world without lapsing into madness, I must ever retain my honesty – if one is to live outside the laws of reality, one must first be honest. He taught me well. It was with great sadness that I ended my studies in the magical arts when my master, who was most elderly, passed away.

While drinking at the Blue Boar soon after his passing, Elizabeth, Abraham, and I each decided that we needed something to which to dedicate our lives. On a youthful whim, we made a pact that we would go our separate ways and spend the next decade travelling throughout the land to find adventure, and to find ourselves as well. We agreed to reunite at the Blue Boar in exactly ten years. Our departure was exciting yet melancholy, as my life began a new chapter.


iii. The Old Man and the Bandits

On the road leading out of Britain, I met a man bent with age, but still possessed of keen wit. As we walked he shared with me his tale, and I in turn shall share it with thee.

During a stroll through the woods one day, this man was kidnapped by a group of vicious bandits. The poor man had just left his nephew’s family and had no one else in the world. Woe to them who have been kidnapped when they have no one to pay their ransom! The bandits soon began to loathe their captive and did make plans to kill him.

One wanted to hang him, while another wanted to stab him. Still another wanted to burn him at the stake while yet a fourth wanted to tie rocks about his waist and throw him in the river. So angry did they wax in their disagreement over what manner of violence to use, that they did break into an awful, bloody row.

And so it was that this old man did escape from the bandits, who were distracted with their brawling. Upon noticing their victim was gone, they continued to fight, this time over whose fault it had been, until all of them lay dead, murdered by each others’ hand.

This old man was later reunited with his nephew’s family and all were joyous of it. For as he had learned, Unity is essential for survival, and unlike those reckless bandits, he still wished to live for a good many years yet.


iv. The Story of Batlin – Part the Second

My travels took me to Trinsic, and there I encountered a group of men at arms with whom I became most impressed. Many fighters I have know were men of valorous heart on the battle field, but off it little more than thugs. These men were not mere fighters, but Paladins. They were all skilled swordsmen and expert horsemen, as well as learned scholars and perfectly mannered gentlemen. Above all, they were devoted to the preservation of honor. It was with eager gratitude that I accepted their invitation to join them. The following years were filled with excitement, as we journeyed through the land, righting wrongs and helping those in need!

During one of our adventures I was injured and forced to remain in Minoc while my companions rode on. A healer there told me that without the proper treatment (for which he charged outrageous prices) I would most probably die! I angrily sent him away. After a time I did mend. I had learned that the healing process takes place mostly in one’s mind and have since placed no trust in healers who greedily prey upon the afflicted.

At that time, the town of Minoc was in need of a Tinker. As I heard, I supported myself by fixing, building and inventing things. I had never before realized how much a town is reliant upon its Tinker, nor how appreciative the local townspeople are to those who sacrifice themselves to continuously solving the problems of others. So welcome did they make me feel that I stayed for several years.

Then, filled with the urge to roam and longing for the outdoors once more, I joined a band of Rangers in Spiritwood. Rangers are a deeply spiritual people. Living with them reminded me very much of my druid childhood in Yew – with one big difference. These Rangers drank the most wonderful wine I have ever tasted! The bottles came from the old winery at Skara Brae, having survived the terrible fires which ravaged that island. Later I made a pilgrimage to the desolate ruins of Skara Brae and there I had a spiritual experience so profound that I have vowed never to relate it to anyone.

Leaving their band, I gave away all of my possessions and for months I wandered aimlessly. Eventually, I arrived at New Magincia where I sought employment as a Shepherd. Most of the following two years was spent in perfect solitude, living in complete humility. It was an experience that left me significantly changed. When I noticed that ten years had almost passed, I began the journey back to Britain.


v. The Two Brothers and the Trickster

On the road back to Britain I noticed a small mine being worked by two brothers. They greeted me suspiciously but eventually shared with me their tale, and I shall share it with thee.

Their father died and left them a map to some unclaimed land that contained valuable minerals. By law a claim can only be made in one name, and this led the brothers into conflict. One brother was the eldest, the other was more worldly— both wanted the claim. They became so fearful that the other would make the claim that each spent all his time spying on the other. No work was done.

One day, they met a stranger who said he was a mining engineer. They did not trust him at first, but he assured them that their claim was too small to be of interest. He was on the way to stake a much larger claim. The stranger turned their heads with tales of the riches they could have, replacing their distrust with avarice.

The brothers asked the stranger to make their claim for them, and went back to working their mine. They worked without stopping for months, and afterward travelled to the mint to sell their ore.

At the mint they learned the stranger had staked their claim in his own name and then sold it outright for a fortune. As the brothers had taken ore from land they did not own, they were sent to prison in Yew for many years.

Their sad fate taught them to be more trusting of each other, for a man who does not trust his brother is always vulnerable. After hearing their tale, I went to the mint, for I was curious which of the two brothers held the claim to their new mine. I had tried to guess and was quite surprised when I saw the answer. It was in the name of their father.


vi. The Creation of The Fellowship

I was overjoyed when Elizabeth and Abraham both arrived at the Blue Boar safe and sound. It was a splendid reunion. The tales they told me were truly astounding, gentle friend and traveller. But as I have mentioned, I do not wish this tome to be and intrusion upon their privacy.

Not all of our memories were pleasant ones. Most of the people of Britannia, it seemed, were more interested in helping themselves than in helping their fellow person. As travellers – strangers wherever we went – we had become used to the cold eye of suspicion upon us. Everywhere there were people who expected something for nothing, as if owed a debt by the world. Most of all, each of us had met many people who were fundamentally unhappy. Everywhere there were people who knew that they needed something in their lives, gentle friend and traveller, but that they had not a hope of finding it.

The three of us had learned much of history. There was once a time when life was infinitely more fragile, but was cherished much more dearly. We yearned to recapture that aspect of Britannia’s former glory. After much discussion, we decided to found a society called The Fellowship. At this time I was also conceiving what would become its philosophy, but that will be discussed further in another chapter. It was Abraham who suggested that I propose The Fellowship to Lord British. I agreed, little realizing the task I was undertaking.


vii. The Ratification of Wise Lord British

It was with much anxiety that I stood before the throne of wise Lord British. I was in a long line of subjects as our Liege made numerous pronouncements. Although I had been waiting for hours when I at last had my audience, I still felt unprepared. His unwavering glance fell on me.

I said that I had a modest proposal. My colleagues and I sought to establish a philosophical society known as The Fellowship. Lord British asked me who would see the benefits of this Fellowship. I replied that no one would benefit from it, for it would not be run for profit. With a word I was dismissed. I found myself leaving the throne room before it had even sunk in that I had been refused.


By the look on my face Elizabeth and Abraham knew I was not the bearer of good news. In discussing the matter, Elizabeth suggested that Lord British had desired a tribute from us. If we could present an impressive enough tribute, he would grant his favor. After a time we raised a thousand gold pieces by selling nearly every possession we owned. With renewed confidence I returned to the castle.

This time there were several women with me to carry the chests of gold that were our tribute. As I reached the front of the line I spoke boldly. I said that I wished to discuss The Fellowship, but first wished to present Lord British with suitable tribute. With consternation I realized that I had spoken before Lord British had finished reading an important looking scroll placed before him by one of his advisors. He signed it as he spoke, not even bothering to look up at me. First he ordered my workmen to remove the boxes. The he ordered the workmen to remove me as well!

Angrily I stormed from the throne room. Once more did I face my two friends. We were most disappointed. The dream we shared now seemed to have no hope of becoming reality. I spent days somberly brooding over my failure. One morning found me so completely lost in my thoughts that I did not hear the passing beggar approach. When at last I noticed him he spoke. "A coin for one denied the rewards of worthiness." The illumination was pure and instantaneous. He thought I had gone mad when I gave him my chest full of gold. I ran back to the palace as fast as I could.

At first, Lord British would not see me, but I implored him. He looked me over, and seemed to see something different about me. He listened as I spoke.

"Our society, The Fellowship, will be a union of spiritual seekers that shall strive to bring Unity to our fractured society. We will promote Trust and understanding among all the people of Britannia. With your approval our society will teach one to seek Worthiness, rather than mere personal reward. To that end, I seek your recognition of The Fellowship."

After a long moment, Lord British replied.

"Batlin, thou dost know the meaning of perseverance. I care not for what thy Fellowship dost wish of me and I care even less for what thy Fellowship would seek to do for me. But if thy Fellowship would seek to serve the subjects of my land then my support is unequivocal."

Thus was born The Fellowship.


viii. The Value of Virtues and the Virtue of Values

In creating the Fellowship philosophy I had no intention of cobbling together a collection of platitudes that would be presumptuously intended as a replacement of the Eight Virtues of The Avatar. I knew there would be those who would accuse me of doing just that, no matter what philosophy I developed! I hereby wish to state that The Fellowship fully supports the Eight Virtues of the Avatar, and as one who has endeavored to follow their example I can personally assure thee of their immeasurable worth.

But as one who has followed the Eight Virtues, I know whereof I speak when I say that it is impossible to perfectly live up to them. Even the Avatar was unable to do so continuously and consistently. Can anyone say that they have been honest every moment of every day of their lives? Can anyone say that they are always compassionate, valorous, just, sacrificing, honorable, humble or spiritual at all times? The philosophy of the Eight Virtues does little more than emphasize our own personal deficiencies. I have met many adherents to the ways of the Virtues who are racked with guilt over what they perceive to be their spiritual failures, for that is what the Virtues are based upon. Having been shown our weaknesses, now is the time to strengthen them. The philosophy of The Fellowship has been created to eradicate the failures from one’s life. It is a philosophy based upon success and it enhances everything that has come before it. The Fellowship philosophy can be expressed as three values derived from the personal experiences of my life. They are known as The Triad of Inner Strength.

ix. The Triad of Inner Strength

The Triad of Inner Strength is a rigorous mental discipline. It takes concentrated effort to apply this triad of values to thy life. But in doing so thou will see a change in thy life so significant that thou shalt no longer be able to look at the world in the same way again.

The first value of The Triad Of Inner Strength is expressed as "Strive For Unity." People apply this value to their lives by working together to achieve that which shall benefit everyone in a state of mutual cooperation. We have seen by the parable of "The Old Man and the Bandits" how Unity is essential. If we are not working together then we are certainly working against each other.

The second value of The Triad Of Inner Strength is expressed as "Trust Thy Brother." People apply this value to their lives by dealing with others without accusations or suspicions that limit others and themselves. We have seen by the parable of "The Two Brothers and the Trickster" just how vulnerable lack of Trust makes on. Without Trust we restrict ourselves from that which we wish to accomplish.

The third value of The Triad Of Inner Strength is expressed as "Worthiness Precedes Reward." People apply this value to their lives by placing a greater emphasis on their accomplishments rather than on personal gain. We have seen by the parable of "The Ratification of Wise Lord British" that one must not expect something for nothing. Blindly chasing reward is a path that leads nowhere.


x. The Philosophy of The Fellowship

The scholarly name for the Fellowship philosophy - which I did not personally coin - is "sanguine cognition." This is merely an important-sounding way of saying "cheerful knowledge," and that is as accurate a description of The Fellowship philosophy as any I can imagine.

As long as on maintains his confidence and hopefulness one is continuously open to the opportunities that perpetually exist in life. I firmly believe that, gentle friend and traveller, and thou shouldst believe it as well.

Without confidence, one does not perceive the world correctly and hence one misses opportunities. This sad sate of "fevered" reason currently holds the majority of the population in its icy grip.

Such "fevered" persons begin to adapt illusory notions to their thinking and entangle themselves in twisted, conflicting emotions which reinforce their failures. These sad people become afraid of themselves. They begin to believe that they will fail, and this belief can become a self-fulfilling prophecy.

Such a fevered person, whether he realizes it or not, desperately needs to recognize that the world is not a tangled know of failure. The entire process of thought needs to be permanently fixed to a confident nature. Such a person needs to "find the best in himself," and accept his basic worth. This is rarely an easy task. It requires a reflection upon one’s self that can be emotionally painful. But as we say in The Fellowship, "Sometimes one must face harm in order to find healing." Upon achieving Recognition one will follow his own inner voice of reason that will guide him through life and help him avoid failure.

One of the most difficult things to accept is how reliant we are upon others. We fear the rejection, the real or imagined hidden motives, and the potential deceit of others. Accepting our inevitable reliance upon others as an integral part of our role in this world requires the courage to walk on fire.

To achieve the recognition necessary to break free of the fever, one must dedicate every fibre of being to accomplishing that end. We of The Fellowship travel that path, and I extend my invitation to thee, gentle friend and traveller, to join us. Together we shall reach our destination.



A Reinterpretation of the



Being in part a collection of historical facts with a modern

interpretation thereof supplied by the author, Batlin of Britain


i. Ancient Sosaria

Long ago, before the formation of the kingdom of Britannia, the land was known as Sosaria. It was little more than a multitude of warring city-states and feudal fiefdoms, and the people of the land suffered for it.

It was wise Lord British, then ruler of the city-state of Britain, who eventually brought the land and the people of Sosaria together.


ii. The Ages of Darkness

The Ages of Darkness are well named, for they were a time when dark terrors walked the land. It may also be said that during the Ages of Darkness, the peoples of Sosaria were the furthest from illumination, for this was truly a time when spiritual pursuits were at their ebb.


iii. The Tale that is Called ‘The First Age of Darkness’

In the beginning of the First Age of Darkness is marked by the coming of a sorcerer named Mondain. The father of Mondain had refused to share his secret of immortality with his son, and their disputes ultimately led to the father’s death. Torn with anguish and no doubt by his fears of persecution, Mondain turned his dark powers against the kingdoms of Sosaria.

In desperation, Lord British called forth a champion to rise to the defense of the realm. The hero who responded to his summons would many years later come to be known as the Avatar. It was through the actions of this Avatar that Mondain’s foul gem of power was shattered and Mondain himself did come to a very sad end indeed.


iv. The Tale That is Called ‘Revenge of the Enchantress’

The triumph of the Avatar did not last long, for in slaying Mondain he brought the wrath of Minax down upon the land. Minax was the young lover of Mondain and a sorceress with magical powers even greater than Mondain’s. She had the power to command legions of foul creatures, and in her quest for vengeance over the death of her lover, she brought much misery to the people of Sosaria.

Again the hero who would come to be known as the Avatar returned to Britannia in the first recorded use of the Moongates. The Avatar slew Minax’s minions and did eventually destroy her as well.

While there have been speculations as to the motivations of the Avatar, there is insufficient evidence to show that the Avatar was driven to violence by jealousy over Mondain’s romantic involvement with Minax. That being said, such theories are hereby denounced and should not be given consideration.


v. The Tale that is Called ‘Exodus’

No one in all of Sosaria, not even the Avatar, could have realized that by ending the lives of Mondain and Minax, the Avatar would be orphaning their only child. The name of this unusual child was Exodus, and he was neither machine nor human. Exodus rose from the bottom of the Great Ocean to carry out a campaign of revenge and destruction against the land of Sosaria.

So terrible were the forces unleashed by Exodus that the hero whom we would come to know as the Avatar required the assistance of the mysterious being known as the Time Lord to thwart them. And thus it was that the Avatar did deal with Exodus in a similar manner as he had dealt with his mother and father.

Since that time much speculation has been given to the potentially immeasurable good such a creature as Exodus could have brought the land had he been persuaded to become beneficent, but I wish to formally disagree with those who say the Avatar should have handled the situation differently.

vi. The Rise of Britannia

After the smiting of Exodus, the people of Sosaria, who lived in terror during the onslaught of these evil magical beings, did unite together as a measure of self-protection under the sovereign rule of Lord British. Thus was formed the kingdom of Britannia.

Led by wise Lord British, the land did come to flourish. The eight major townships rose upon the foundations of the old city-states. A renaissance of culture and civilization was highlighted by the formation of great institutions devoted to the study and advancement of the arts and sciences.


vii. The Tale that is Called ‘Quest of the Avatar’

It was at this time of growth and prosperity in the kingdom of Britannia that Lord British put out a call for one to show the way of spiritual growth and virtue. The call was answered by the hero who would come to be known as the Avatar.

It was at this time that the champion of Britannia did come to earn the title of ‘Avatar’ by establishing the Eight Virtues and by seizing the Codex of Ultimate Wisdom from the depths of the Stygian Abyss.

It has been said that the primary motivation of the Avatar has been personal redemption for the fate of Mondain, Minax and Exodus. While there has been no proof of this, I say that even if it were true, all the positive things brought forth in the world through the virtues would be enough to make amends for almost any misdoing.


viii. The Tale that is Called ‘Warriors of Destiny’

It seems that by removing the Codex of Ultimate Wisdom the Avatar had inadvertently set into motion a cosmic chain of events which led to the release of three Shadowlords from remnant shards of the black gem of Mondain. These Shadowlords were sinister agents of evil. Soon they managed to dethrone Lord British and hold him prisoner in a foul dungeon. Denied his wisdom and compassion, the kingdom of Britannia quickly grew oppressive and cruel.

This was the Britannia that greeted the return of the Avatar. After a score of valiant struggles, Lord British was liberated, his throne regained and the Shadowlords banished from our world.

However, Lord British’s escape from the underworld did cause a tremendously destructive series of earthquakes as the vast network of subterranean caverns collapsed. Much of the gargoyle race did perish in that tragic cataclysm.


ix. The Tale that is Called ‘The False Prophet’

After the tremors that shook Britannia subsided, gargoyles, inhabitants of the other side of the world who now found their homeland virtually destroyed, began to appear on the Britannian side of the world in increasing numbers as aggressors. They launched vicious attacks against the human race and many were they who lost their lives in defense of our realm.

The gargoyles even attempted to assassinate the Avatar. They set a Moongate trap which lured the Avatar into their clutches, but the Avatar was rescued by his companions. So it was that Lord British did once again call upon his champion to set the world right. Ending this violent racial conflict was the greatest challenge that the Avatar had ever faced.

At last is was revealed that the Codex of Ultimate Wisdom, which had been removed from the underworld by the Avatar, was actually the property of the gargoyles. Therefore, the Avatar placed the Codex into the great ethereal void where it would be possessed by neither human nor gargoyle. Two lenses, used to view the Codex, were given to Lord British and the gargoyle ruler King Draxinusom. As the cause of the conflict between the two races had been removed, it was hoped that the rift between the two would eventually be closed.

Those who would say that this terrible and destructive war could have been prevented entirely had the Avatar not appropriated the Codex from its true owners are merely dissidents who are grossly misinformed.

x. The Last Two Hundred Years

It has been two centuries since the Avatar last appeared in our good kingdom. Some have written that at last it is possible to interpret the tales of the Avatar as they should be, with the proper historical perspective. Some argue that as time moves on, the truth of what actually occurred will fade even further away and that we have a responsibility to preserve the legends as we now know them. However, most agree when it comes to a number of basic theories.

While there are those who maintain that the stories of the Avatar are only myths, practically all credible scholars say that at least some elements of the Avatar’s tales are historical fact. In reality, one need look no further than the Isle of the Avatar to see very persuasive evidence that the Avatar did indeed exist - at least as a person if not as a spiritual being!

It is most likely that there has been more than one Avatar. All of the writings insist that the Avatar who negotiated the peace between Britannia and the gargoyles is the one and same person who first appeared to vanquish the sorcerer Mondain those many years ago. While saying it is most unlikely, historians do not firmly deny the possibility of there having been only on Avatar. After all, our good sovereign monarch, wise Lord British, has himself displayed an amazing longevity!

Whatever interpretation of history proves to be most accurate, it seems undeniable that the Avatar will not return to our fair kingdom. By all indications the age of magic is coming to an end. With the decline on reliability of mages, and with the kingdom turning away from the magical arts, it is doubtful that extreme danger - that which would require an Avatar’s aid to defeat it - will ever return to Britannia. And thankfully so.

Upon us is the age of The Fellowship, in which one does not simply wait in anticipation for a heroic savior when a crisis occurs. In this less spectacular but more practical day, we are left to solve our problems with our own minds and our own will.


The Fellowship



guide to travelling in Britannia,

as written by Batlin of Britain


i. The Cities and Towns of Britannia

Built upon the foundations of the ancient city-states of Sosaria, the towns of Britain, Jhelom, Minoc, Moonglow, New Magincia, Trinsic, and Yew have risen up to become major cities in their own right. Numerous other cities have also grown and doing so deserve recognition as proud jewels in the crown of Britannia. All of these cities are described below, being listed in alphabetical order for the sake of the traveller’s convenience in using this book as a reference guide.


Buccaneer’s Den

This island is the notorious home of pirates and thieves. It is a place that is not without risks and dangers - especially if one is too free in displaying one’s money. Still, Buccaneer's Den has attracted many travellers in recent years with the lurid thrill of its well-monied House of Games and sensuous indoor Baths. It is also a place where one may purchase many exotic goods.



This is the opulent and majestic capital of Britannia, famed city of Compassion, and it is where thou mayest find the Castle of Lord British. Britain is built on the shore of Britanny Bay. It is easily the largest city in all of Britannia and it has seen much new development. It is the home of the historic Wayfarer’s Inn, Royal Theatre and the Music Hall. It is a center of commerce for the entire kingdom. Here in Britain thou will find vendors hawking their wares, a Farmer’s Market, shops of every type and fabulous entertainment for everyone. Britain is also home to the headquarters of The Fellowship.




The city of Cove is the cleanest city in all of Britannia. Although the city itself is pristine, a traveller would be wise to avoid Lock Lake, which has become very polluted in recent years. One of the most romantic places in all of Britannia is the "Lovers’ Walk," which is not far from the Shrine. Across the mountains from Cove the traveller will find the Bloody Marsh, site of one of Britannia’s most savage wars.


Isle of the Avatar

While no formal city has ever been built upon the Isle of the Avatar, it is such a place of interest that it is included here in this section. This strange volcanic island - which arose from the tumultuous upheaval of the Great Stygian Abyss - receives numerous visitors on pilgrimage to the Shrine of the Codex. The Shrine is considered to be a national monument of great historical importance to Britannia and as such is under armed guard day and night.



Located in the Valorian Isles in southwest Britannia, Jhelom is a meeting place for fighters, paladins, and rangers. It is the birthplace of many an esteemed Britannian warrior. This city of Valor is also known for its well-stocked armoury, the hospitality of its barmaids and for its local fighting club, the Library of Scars.



This thriving seaport is located in northern Britannia at the mouth of Lost Hope Bay. Minoc, also known as the city of Sacrifice, has an active sawmill, armourer, shipwright and branch of the Britannian Mining Company. It is the home of the Artist’s Guild, where craftsmen of all types display their craft. In Minoc there is also an active branch of The Fellowship.



Moonglow is the city of Honesty and sits upon the southern tip of Verity Isle. It is where the Lycaeum, the great storehouse of knowledge and wisdom, is located. Nearby, the traveller will also find the observatory, which contains a orrery. An active branch of The Fellowship also operates in Moonglow.


New Magincia

New Magincia is known as the city of Humility, and hence it chooses to remain isolated from much of the rest of Britannia. If thou venture there, thou will find that the people are basically shy, but also warm and hospitable once they have gotten used to thee. The city is located on an eastern island well past most of the main trade routes. Time progresses more slowly in New Magincia than anywhere else in Britannia. The economy of New Magincia is based on shipbuilding, horticulture and raising sheep.



Paws is a small coastal village that, because of the continuous expansion of the capital city, has essentially merged with Britain. While there was a time when this village held a quaint rustic charm, in more recent years the village of Paws has languished in poverty. A terrible, seven-year drought has forced the closure of many of the local farms. The industry of paws consists primarily of milling flour, dairy farming and meat curing. Paws is where The Fellowship runs its shelter for the poor.


Serpent’s Hold

This opulent castle fortress is home of the honorable Order of the Silver Serpent, the training camp for the armed militiamen of Britannia. Here fighting men learn more than just the martial arts. They are taught honor and valor as well. Instruction in the ways of the warrior may be obtained and one may purchase reliable weapons, armour and provisions here. The Meditation Retreat of The Fellowship is located on an island east of Serpent’s Hold.



Skara Brae

This sad town was once know as the city of Spirituality. Few are those who venture to the spot where the city of Skara Brae once stood, near the mystic forest of Spiritwood, for all that remains are buildings that stand nearly deserted. While there have been many strange stories as to the going-on in this uninhabited place, there are few who would seek to verify them. The wise traveller avoids Skara Brae altogether.



The sparse isle of Spektran is ruled by the notorious Sultan of Spektran. The sultan is renowned for his unfriendliness to outsiders, and Spektran is not recommended to travellers.



Terfin is the home of the gargoyles, built upon the island once occupied by Sutek the Mad. Most gargoyles travel daily to Minoc in order to work in the mines. In Terfin one may find the gargoyle Hall of Knowledge and an active Fellowship branch. Not far from Terfin are the ancient ruins that were once the palace of the traitorous Blackthorn.



This active seaport south of Paws and north of the Cape of Heroes is known as the city of Honor. Trinsic is the home of Paladins and also has an active branch of The Fellowship. Travellers might question the need for the walls that surround the city. As if this would not be enough to keep the city secure, the guards of the city will not permit anyone to enter or leave the city unless they know the secret password. While this was once done to maintain the security of the city and the safety of its citizens, it is now done mostly to sustain a traditional ritual. (Britannian law forbids the open publication of Trinsic’s password.)



Located on the edge of the desert in northeast Britannia, Vesper is an industrial town. Here the main branch of the Britannian Mining Company is located. Vesper is one of the few places in Britannia where humans and gargoyles live together in an approximately equal number.



Yew is known as the city of Justice, but it has changed considerably over the years. The buildings that remain where the city once stood have been abandoned for many, many years. The citizenry of Yew have chosen a life independent of normal civilization. They now live scattered throughout the Great Forest. Their only remaining link with outside civilization is Empath Abbey. The Abbey has assumed responsibility for the court of Yew as well as its prison. Many travellers to Empath Abbey come to visit the graves of loved ones at the nearby graveyard.


ii. The Commerce of Britannia

Britannia is not only a kingdom of great cities, but also of prolific commerce and industrial might. In any city, thou canst find a pleasing variety of goods and services available for purchase. Each city has an economy based upon its industry and the endeavors of the people who work within it. The goods each city produces are bartered or sold to the people of other cities, which provides them access to other goods not usually available in their own city. Through this continuous flurry of commercial activity all the townships of Britannia are supplied with the products and services that they need to survive and thrive.


The Farmers of Britannia

While in recent years a series of droughts has hurt agricultural production in certain areas of Britannia, most farmers are enjoying a resurgence of bountiful harvests. Farmers will usually be glad to sell the passing traveller eggs, fruits, vegetables or whatever else they produce.


The Merchants of Britannia

The merchants of Britannia survive by one basic rule - buy for less and the sell for more. However, most merchants truly desire to please their customers, and any merchant who engages in unfair business practices is sure to lose out to his competition in the end.


The Farmer’s Market

At the Farmer’s Market in Britain, the fruits, vegetables, eggs and meats produced on the farms of Britannia may be found for sale.



In a Pub one may relax and enjoy a refreshing drink or a fine meal. In many pubs one will hear the local bard sing rousing songs of legend and lore. When conversing with the other patrons of a pub, be prepared to hear anecdotes, war stories, local history - perhaps even useful information!


Food Vendors

For a quick meal one could do no better than to sample the wares of the local food vendor. To find the local food vendor, one need only listen for his friendly bark and call.



There is no end to the number of odd things that a traveller of adventurer may find himself in need of, and the one place where nearly all of these might be found for sale is the local Provisioner’s Shop.



There is no faster mode of land travel that riding in a horsedrawn wagon. When travelling in the wilderness, the quicker one is, the safer one is. Horses and carts can be purchased from the stables in Britain.


Magical Reagents

Now that magic is severely on the decline, those who still pursue this dying art may find that many mages are willing to sell their magical reagents. One need not concern oneself with the freshness of these reagents, for all things magical only increase in potency with age.



The inns of Britannia provide the traveller with safety and a place to rest. Camping in the wilderness is always a risky proposition and the danger to one’s health is great, especially in time of inclement weather.



The craftsmen of Britannia are skilled artisans who sell wares made by their own hand. While such items are often of high price, the price reflects compensation due for the time, toil and talent of the craftsman, as seen in the high quality of the item.



Here one may purchase armour and shields made for the protection of a fighting man in combat. Most armourers will also sell weapons, thus completely preparing any would-be fighter. Armour is generally sold piecemeal, but certain armourers have been known to sell entire suits at a cheaper price than the total cost of each individual piece.


Fletchers and Bowyers

Without question, the bowyer that is held in highest regard throughout all of Britannia is Iolo Fitzowen, the proprietor of the establishment that has come to be called "Iolo’s Bows." So popular is this bowyer’s shop that a similar establishment was set up in Serpent’s Hold.




Many who succumb to injury or illness have their conditions worsened and their purses lightened by a healer. The wise traveller knows that sickness and injury is rooted chiefly in the mind and that only through self-discipline can pain, illness and injury be overcome.



It is the shrewd apothecary who mixes his strange chemicals and produces the formulas to create potions. Apothecaries have long since stopped the sale of magical reagents, as magic has become so unreliable.



The marketplace of Britain provides the traveller with an opportunity to purchase clothing, ranging from the latest fashions to the more comfortable and functional.



Ships may be purchased from shipwrights in nearly any coastal city. By Britannian law no ship is considered to be legally held unless the owner has in his possession that ship’s deed of sale.


iii. The Rune Writing of Britannia


Following a tradition that has been passed down from generation to generation for centuries, many signs and placards in Britannia are written in a unique and attractive runic script that was once the language of the druids. This strange writing is older than Britannia itself. While the presence of such writing might befuddle a casual tourist, the wise traveller knows that it is a worthwhile pursuit to learn the meaning of this writing.

Nowadays, the use of rune writing is beginning to fall out of fashion, and its use generally denotes an establishment that clings to an antiquated style of operation.


iv. The Arms of Britannia


It is the wise party of travellers who make sure that they are well armoured and heavily armed when travelling in the wilderness. To that end, the following is a brief introduction to the armour and weapons that one may use to insure one’s safety.


Armour and Shields

There are six parts of the body that one does seek to protect: the head, torso, the legs, the hands, the feet and the neck. All pieces of armour are specifically designed for the protection of one of these places.

There are basically four types of armour: leather, scale, chainmail, and plate. Leather provides the least protection, but it is exceedingly light and is relatively inexpensive. While scale and chainmail provide roughly the same level of protection, scale is the heavier and the less expensive of the two. The heaviest type of armour is plate; since it provides great protection, it is also the most expensive.

Unless one is armed with a weapon that requires the use of two hands, a wise combatant, in addition to wearing armour, will also carry a shield. Generally, the more protection a shield provides, the heavier it is.

One can quickly see that such activities as fleeing from a superior opponent, carrying a full load of equipment, or travelling a great distance become quite daunting tasks if one is heavily armoured. Therefore, the wise traveller moderates the type of armour worn, taking into account one’s own physical strength, the combined weight of any other items one may wish to carry and the distance one expects to be travelling.


There is such a great variety of weaponry available in Britannia that it is impossible to properly examine all of it in this short space. The wise traveller knows that it is important is to select for oneself the most fitting weapon. After all, the weapon itself is not nearly as important as the one who uses it. The choice of a weapon should be tailored around the user and not vice versa. What are the factors one considers when choosing a weapon?

Many weapons such as pole arms and the larger swords are heavy enough to require the use of both hands. If one is not of sufficient strength, attempting to wield a two-handed sword could be worse than fighting unarmed. Generally, the smaller and lighter a weapon is, the easier it is to conceal and quicker it is with which to strike. It is not by accident that the simple dagger is the weapon of choice for many an assassin.

A weapon of great length, such as a spear of two-handed hammer, can be used to keep one’s opponent at bay as well as to attack him. The advantage of reach has decided the day in many a battle. Likewise, a long weapon is a proven disadvantage when the fight is in cramped quarters. Edged weapons such as a sword must be handled with precision - it is usually not enough to simply contact one’s opponent. The skilled combatant knows how to use the cutting edge of his weapon to its greatest advantage.

Blunt weapons such as maces, clubs and hammers enable the combatant to concentrate raw strength in the delivery of crushing blows to one’s opponent. The punishment of such mighty impacts has often been the key to achieving victory.

The strategic effectiveness of well placed missile fire cannot be over-emphasized. On many occasions an outnumbered party has been able to repel an attach through the proper application of missile weaponry. The disadvantage of bows, crossbows, and slings is that loading them requires the use of both hands. Bows and crossbows also require two hands to fire. Daggers, axes, torches and spears can also be effective as improvised missile weapons.


v. The History and Customs of the Adventurer Classes


The Fighter Class

Many Britannian fighters receive formal training in the martial arts at Serpent’s Hold, and in return they serve for a specified term as members of the Royal Militia. Some fighters study in Jhelom or with other trainers across Britannia. Other fighters never receive any formal training. Their unforgiving teacher is the battlefield, where many lives are lost when lessons are not mastered quickly enough. Fighters generally possess great strength and endurance, a proficiency with many types of weapons and the courage to face the demanding trials of combat time and time again.


The Bard Class

A true jack-of-all-trades - a trickster, a minstrel, a battler, a spellcaster - the bard possesses all of these skills. Physically, the bard falls somewhere between the brawny physique of the fighter and the delicate frame of the mage. The bard is dextrous and agile. He tends to be more clever than intelligent. He also possesses a presence and charm that come in handy in all manner of situations. The bard has a natural gift for missile weapons and a mind for riddles. The bard also plays an important part in society by recording local history in such a way that it is well remembered, through rousing tale and song.


The Mage Class

A pity to those who live their lives following the treacherous road that is the way of the mage, now that the time of magic is coming to an end. The days of wonder, when miracles could be performed on demand through wisdom and a devotion to the arcane arts, are a part of the past. A mage’s mind perceives that which resides in the invisible world, but as recent history has shown us, but this keen mind upon which the mage depends is ever in danger of slipping into lunacy.

What is also tragic is that the way of the mage is not one that is consciously chosen. One is born with the calling of the mage. While magic has not yet ceased to function altogether, it has become inaccurate to the point of being unreliable, making the mage’s life one of constant uncertainty.

A Bestiary of Britannia

The wilderness of Britannia is the home of a multitude of strange beasts and magical creatures. While many creatures are mundane and harmless, others are terribly dangerous and barely understood. For the traveller it is vitally important to be able to recognize any type of beast that may be encountered so that one can respond accordingly. The following is a list of beasts now known to live in Britannia.


Acid Slug - This very unpleasant creature tends to inhabit dark places underground. Its skin exudes secretions of acid that can burn flesh and are especially damaging to metal. The best weapon to use against this monster is fire.


Alligator - This vicious man-eating creature lives in swampy terrain and can inflict heavy damage with its bite and tail.


Bat (Giant) - This large winged rodent attacks by night, aided by it’s night vision and acute hearing. Its body is very light and fragile.


Bee (Giant) - This energetic flying insect will instantly attack anything that it perceives as a threat to its hive. It attacks with a sleep-inducing poisonous sting.


Bird - This type of creature is not openly hostile to human beings, but will probably attack if provoked or frightened.


Cat - A domestic animal commonly found in city alleyways, this creature performs an invaluable service in continuously thinning the rat population.


Centipede (Giant) - This large, multi-legged insect frequents cool, dark places. Its poison is considered to be among the most deadly of any creature. It can be destroyed by fire.


Chicken - This bird can be found on many farms. It is the source of both eggs and delicious meat often served in inns. It poses no threat to humans, as it will generally run away if attacked.


Corpser - This creature is a type of ghoul that ensnares its victims with its tentacles in order to drag them off to its lair and presumably kill them in a manner that has never been discovered. Its only known weakness is fire.


Cow - This harmless farm animal is the source of beef and dairy products.


Cyclops - One of a race of incredibly strong one-eyed giants, when it is not hurling large boulders at its enemies, its favorite weapon is a large wooden club.


Deer - This swift but timid forest creature has sharp antlers to defend itself. It is the source of venison.


Dog - A domesticated cousin of the wolf, this animal guards homes from intruders, tracks game during hunts, and is a playmate for children and a pet for adults.


Dragon - Dragons are a mysterious ancient race of highly evolved reptiles that possess magical abilities and a high degree of intelligence. They have large wings and are capable of rapid flight. A dragon is formidable in combat and is all the more lethal due to its noxious flaming breath. Its lair is usually a cave or dungeon where it guards its eggs and treasure.


Drake - This creature is a dragon that has not yet fully grown to adulthood, a process that takes several hundred years. Like its mature relatives, this creature can also breathe fire and fly. It is commonly found in the lair of a dragon.

Emp - This extremely peaceful creature lives in the forest. It shuns violence to such a degree that it is doubtful it will want to have anything to do with any humans it comes into contact with. Some emps possess a remarkable degree of intelligence and magical ability. Emps are so named because of their empathic abilities. So sensitive are they to the pain and discomfort of other living things that they subsist on a diet of such foods as milk and honey.


Fairy - These flirtatious and mischievous tiny flying creatures are rarely hostile.


Fish - This generally harmless water-breathing creature can be found in abundance in the seas, rivers and lakes of Britannia. It greatly contributes to the local food supply.


Fox - This small, wily mammal is related to the wolf, but is not as powerful or aggressive.


Gargoyle - This red-skinned creature originally comes from the subterranean domain of the gargoyles. There are two classes of gargoyles - the larger winged gargoyles that possess keen intellect and magical ability, and the smaller worker drones that possess little thinking ability but are embodied with great strength.


Gazer - This strange creature is found mostly in dungeons. It hovers about, looking for victims to mesmerize with its multiple eyes. Upon being killed, the body of a gazer will break up into a tiny swarming colony of insects.


Ghosts - This magical spirit of the dead has the power to move through solid walls and has been known to use magic. It can appear anywhere, but tends to frequent graveyards or places significant to the life of the deceased.


Gremlin - This tiny creature travels in a pack and attacks in a large group. Its primary threat is that it likes to steal food.


Harpy - This half human/half bird creature nests in mountainous caves. It attacks from the air with the sharp talons on its feet.


Headless - This ensorcelled creature appears to be a living ambulatory, beheaded human being. It is unknown exactly how it compensates for its apparent lack of sensory organs, but it manages to do so quite well. Its favorite method of attack is strangulation.


Horse - This strong, swift animal can be found in the wild or domesticated in the stables. Horses are most commonly used for rapid transportation from town to town or through the wilderness.


Hydra - This creature is a type of dragon that possesses three heads. Like the dragon, a hydra also can fly and breathe fire.


Insects - This is an insect swarm capable of causing an intolerable number of bites and stings, as well as severely spooking horses and destroying crops.


Kraken - This mysterious peril of the sea is not well understood. There have been numerous reports of sailors being snatched from the decks of ships by huge suckered tentacles and dragged down to the bottom of the ocean, never to be seen again. No one has yet reported an actual sighting of the full body of this creature.


Liche - This is an extremely rare type of undead creature that is both dangerous and very difficult to destroy.


Mongbat - This bizarre and frightening creature is a cross between a bat and a monkey. Its attacks are fast and powerful, but it usually only inhabits the deepest dungeons.


Mouse - This harmless rodent lives on whatever little scraps of food it can find, although it is especially fond of cheese. It occupies the space just beneath the cat on the food chain.


Rabbit - This fast, long-eared animal lives primarily on the carrots grown by local farmers.


Rat (Giant) - This filthy, overgrown rodent is a severe hazard to the health of human beings. Immune to poison and too large to be trapped, this creature has a voracious appetite for garbage and carrion. When it roams in packs it loses its natural fear of human beings. The bit of a giant rat can cause a variety of potentially fatal diseases.


Reaper - The reaper is actually a malevolent tree spirit that has the power to reach out and grab passers-by in its long, powerful branches. The reaper also possesses the magical power to unleash destructive bolts of lighting. As it is a creature made of dry deadwood, it is quite vulnerable to fire.


Sea Serpent - This creature is a sea-going dragon. It is capable of spitting out fireballs, much the same as dragons breathe fire. A sea serpent can severely damage a ship with a single lash of its powerful tail.


Sheep - These non-threatening beasts are raised by shepherds, who take them out to graze in great numbers. Sheep produce both wool and mutton.


Silver Serpent - This creature, seen in the symbols of ancient Sosaria, once more holds the fascination of Britannia. The venom of the silver serpent is reported to have a strange and lasting effect on people. No doubt this shall be the subject of further study.


Skeleton - This is the undead reanimation of a fighter who was slain on the field of battle. Skeletons tend to cluster in hordes and are often following the commands of a sorcerer. In fact, they may continue to do so well after the sorcerer himself is dead!


Slime - This grotesque gelatinous mass lives in the depths of a dungeon or in the murkiest corners of a swamp. It reproduces by dividing itself and grows through the absorption of other slimes. Slimes attack by hurling foul blobs of slime at their intended victims. Fire is known to be a very effective weapon against them.


Snake - This creature spends the night coiled among the cool rocks and comes out into the sun during the day. This warms its blood, enabling it to strike more quickly. The creature is venomous and can even spit venom from several yards away.


Spider (Giant) - While this creature may be encountered anywhere in the wilderness, its lair is its giant web, which will almost always be hidden in a cool and dark place. A giant spider is capable of spraying its poisonous spittle from a considerable distance. Its bite is also tremendously painful.


Troll - This brutish creature is the bane of all travellers. Many tales relate how trolls hide beneath bridges in order to terrorize and prey upon all those who would cross it. The wise traveller would do well to exercise caution when crossing any bridge, especially those one may come across in the wilderness, far from the security of a city.


Unicorn - Fanciful stories of these creatures abound in rural areas. The unicorn appears as a splendid you white stallion with a single great horn rising from its head. Legends speak of how only those who are truly virtuous may approach a unicorn. Unicorn sightings are rare - so rare in fact that most serious scholars deny their existence.


Wisp - These mysterious floating lights have been a puzzlement to many an adventurer. They seem capable of inflicting only slight physical damage, but they also see impervious from physical harm themselves. It has been said that these strange creatures are very knowledgeable and that they come from a world other than our own.


Wolf - This plains and forest hunter has long had the greatly undeserved reputation of a vicious predator. While wolfpacks do thin the weak and the sick from the herds of wild animals, and while farmers must occasionally be wary of their curiosity, there is little to support the notion that these animals are bloodthirsty man-eaters.


The Book Of



a historical look at the mechanics and use of the arcane arts

before the end of the Age of Magic,

as written by Batlin of Britain


Before anything further is written, it must be noted that the following section is included only as a matter of historical documentation. The use of magic has long been proven to be unreliable and the suspected cause of mental deterioration. The author takes no responsibility for anyone who may attempt to practice magic based upon the information contained herein.


  1. The Mage’s Spellbook

The first component necessary for the successful casting of spells by a mage is his spellbook. It is his principle tool and without it the mage cannot function. This book contains the formulae and incantations required to cast the specific spells that a mage knows. As mages become more experienced they can acquire new spells. A wise and long-practicing mage may have a great tome filled with strange drawings, diagrams and writings. These writings will be explained in greater detail in a forthcoming section. Every mage’s spellbook contains several basic magical spells called linear spells. These too will be explained in their own section.


ii. The Mage’s Reagents

The second component required for spellcasting is the proper reagent. These chemical materials serve as a link between the physical world that the mage wishes to affect and the psychic energies of the ethereal waves that the mage is drawing upon to effect that change. Some reagents are relatively common herbs, others are rare and exotic items. The following is a list of reagents used by all mages.


Black Pearl

Black pearl is an exceedingly rare commodity; fewer than one in ten thousand pearls is black. They have been found at the base of tall cliffs on Buccaneer’s Den. While a less than perfect pearl may be perfectly acceptable for decorative purposes, the black pearl of a mage must be perfectly formed or it is virtually worthless. Black pearl is ground up into a fine powder.


Blood Moss

In recent years the only places where this strange substance can be located are in the Bloody Marsh across the mountains from Cove (where many years ago thousands of soldiers lost their lives) or in the enchanted forest of Spiritwood, beneath the rotting bark of dead trees.



Certainly this is the most commonly available of all magical reagents. There are few kitchens in all of Britannia that are not supplied with at least a few cloves of this spice. Garlic cloves are washed and ground into a paste, providing significant protection from harmful magic.


The healers of our fair land have known of the healthful and restorative powers of this bitter root for hundreds of years. But to the mage it requires special preparation. It must be boiled and reboiled in the freshest of water no less than forty times! This reduces it to a strong-smelling syrup that makes a very potent reagent.


Mandrake Root

This rare plant extract, found only in the darkest, dankest corners of the foulest of swamps, is a most sought after magical reagent. It is also one of the most difficult of all reagents to prepare, for in being dug up the tap root of the mandrake plant must not be broken. Also, that root itself must be properly prepared, boiled and dried. Mandrake root can be found on the Blood Marsh and in a place known as the Fens of the Dead, south of Paws.


Night Shade

This plant, found only in swamps, only blooms at night. The fungal cap from this rare and unusual mushroom may be either crushed or boiled into a tea. The mage must always use great care when handling nightshade, for it is not only a very potent hallucinogenic, it is also extremely poisonous.


Spider’s Silk

While this is a common reagent, it can be very difficult to gather any significant quantity of it from any single source. Mages have been known to frequent caves and crypts and even run their own personal spider farms in order to maintain an abundant supply of spider’s silk. It usually takes at least an ounce of silk to cast a spell.


Sulfurous Ash

The great quantities of ash generated by a volcanic eruption makes this a common commodity as far as magical reagents go, but one does usually have to travel in order to acquire a large quantity of it. In recent years the most common source of sulfurous ash has been the Isle of the Avatar, location of violent volcanic activity many years ago.


iii. The Mage’s Words of Power

The final component necessary for the mage to cast a spell is the spoken mantra that constitutes the words of power. Far more than simple memorization of the words and their meanings is required. The mage must have a consciousness-altering comprehension of each individual syllable of a word of power. The pronunciation of each syllable resonates through the etheral waves as the spell is being cast. Incorrect pronunciation invariably causes ethereal turbulence. Long periods of meditation upon each syllable and many hours of controlled breathing exercises are required before the proper use of the mage’s words of power can be learned. The following is a list of the known syllables that make up the words of power.
































iv. Spellcasting

The mage is able to cast spells when the three elements - spellbook, reagents and words of power - are combined in one unique and fluid action. The mind of the mage must be properly focused, as some spells affect just one person, other affect a group of people and still other affect a specific area. As a mage’s experience in casting spells increases, so too will the potency of many of his spells. Outside distractions and interference, as well as the intended target’s natural resistance, might prevent the successful casting of any spell.

One factor over which the mage has no control is the state of the ethereal waves when a spell is being cast. While the ethereal wave are often subject to turbulence, such turbulence is a temporary condition.


  1. Magical Spells

Once again, the author takes it upon himself to warn his readers that the following is included as nothing more than a matter of historical record. It is a statement of absolute fact that most of these spells do not work and many will turn back upon the user. The use of magic is strongly suspected to be the cause of a strange mental deterioration than can affect anyone who has practiced magic. The reader is strongly discouraged from experimenting with the spells listed here.



Linear Spells

There are certain spells that a mage will immediately be able to learn upon completing his apprenticeship. They are called Linear spells because they do not directly correspond to any of the eight circles of magic that exist in the ethereal waves. Linear spells are the only types of magical spells that require no reagents to cast.


AN ZU (Awaken)

This spell awakens one sleeping or unconscious creature.

AN FLAM (Douse)

This spell extinguishes any small, non-magical fire.

BET ORT (Fireworks)

This spell creates an impressive display of multi-colored moving lights. When the mage becomes more experienced, he can use these lights to frighten his enemies, sometimes causing them to flee.

BET LOR (Glimmer)

This spell creates a small light source that lasts for a short period of time.

KAL LOR (Help)

This spell resurrects the mage and his party and teleports them to Lord British’s castle, where they will be fully healed. Remember that this spell is usable only once by any mage.

IN FLAM (Ignite)

This spell generates a tiny missile of sparks that can ignite flammable material.

VAS KAL (Thunder)

This spell causes a single thunderclap to be heard, as if a terrible storm is imminent.

REL HUR (Weather)

This spell can create a storm or cause an existing storm to stop.


The Circles of Magic

There are eight circles of magical spells, each successive circle representing a more powerful level of magical energy. The ethereal waves are made up of eight rings or circles which correspond to the levels of the spells. Each circle is one of eight swirling vortices, all spinning one within another and expanding out through the universe. The more powerful the spell a mage casts, the deeper into the inner circles of the ether must the concentrated psychic energy of the mage penetrate. Required for the mage are many, many hours of meditation, the strength of concentration, and the will to reach into one of the higher circles with his psychic energy. Every mage is fully aware that a backlash would upset our physical world, possibly harming the mage and those around him.


The First Circle of Magic


VAS AN ZU (Awaken All)

Reagents: Ginseng, Garlic

This spell awakens all unconscious members of the mage’s party.


IN MANI YLEM (Create Food)

Reagents: Garlic, Ginseng, Mandrake Root

This spell creates enough food for the mage and each member in his party to have one meal.


AN NOX (Cure)

Reagents: Ginseng, Garlic

This spell cures poison and restores a person afflicted with paralysis. It has also been known to work against an assortment of other malicious maladies.


WIS JUX (Detect Trap)

Reagents: Spider’s Silk, Nightshade

This spell reveals the location of all traps within sight of the mage and his party.


VAS AN FLAM (Great Douse)

Reagents: Garlic, Spider’s Silk

This spell is a more potent version of the Linear spell Douse. It extinguishes all dousable items within a certain area.


VAS IN FLAM (Great Ignite)

Reagents: Sulfurous Ash, Spider’s Silk

This spell is a more potent version of the Linear spell Ignite. It will cause all flammable items within a certain area to burst into flame.


IN LOR (Light)

Reagents: Sulfurous Ash

This spell is a more potent version of the Linear spell Glimmer. It creates a source of light that will illuminate a darkened area. This light source can travel with the party and lasts for a significant amount of time.


IN WIS (Locate)

Reagents: Nightshade

This spell reveals the sextant position of the mage, even when underground.


The Second Circle of Magic


AN JUX (Destroy Trap)

Reagents: Sulfurous Ash, Blood Moss

This spell destroys any one specific trap upon which it is cast.


ORT YLEM (Enchant)

Reagents: Black Pearl, Mandrake Root

This spell causes up to an entire bundle of arrows or bolts to become enchanted and glow blue. Enchanted missiles will always hit their target and do significantly more damage than normal.


VAS FLAM (Fire Blast)

Reagents: Sulfurous Ash, Black Pearl

This spell causes great jets of flame to burst forth from the mage and strike his target.


VAS LOR (Great Light)

Reagents: Sulfurous Ash, Mandrake Root

This spell is a more potent version of the First Circle spell Light, and has a substantially longer duration


VAS AN NOX (Mass Cure)

Reagents: Mandrake Root, Garlic, Ginseng

This spell cures the mage and all members of his party at once.


UUS SANCT (Protection)

Reagents: Sulfurous Ash, Ginseng, Garlic

This spell temporarily makes its subject more difficult to strike in combat, as well as rendering him invulnerable to traps and other hazards.


ORT POR YLEM (Telekinesis)

Reagents: Blood Moss, Mandrake Root, Black Pearl

This spell allows the mage to manipulate objects without touching them.


POR ORT WIS (Wizard Eye)

Reagents: Blood Moss, Nightshade, Mandrake Root, Sulfurous Ash, Black Pearl, Spider’s Silk

This spell enables the mage to extend his sight out over great distances, passing through any barriers that exist between himself and anything he wishes to look at.


The Third Circle of Magic



Reagents: Sulfurous Ash, Nightshade, Garlic

This spell is a minor curse that temporarily makes an enemy easier to hit in combat, while making it harder for him to strike the mage or any member of his party.


MANI (Heal)

Reagents: Ginseng, Garlic, Spider’s Silk

This spell heals half the injuries that its subject has sustained.


AN POR (Paralyze)

Reagents: Spider’s Silk, Nightshade

This spell paralyzes an enemy in his tracks for a short period of time.


VAS WIS (Peer)

Reagents: Nightshade, Mandrake Root

This spell gives the Mage a look at the entire world as well as showing his location in it.


IN NOX (Poison)

Reagents: Nightshade, Blood Moss, Black Pearl

This spell enables a mage to poison one enemy.


VAS UUS SANCT (Protect All)

Reagents: Sulfurous Ash, Ginseng, Garlic, Mandrake Root

This spell is the equivalent of casting the Second Circle spell Protection on every one in the mage’s party simultaneously.


IN ZU (Sleep)

Reagents: Nightshade, Spider’s Silk, Black Pearl

This spell causes the enchanted person to fall asleep.



This spell summons swarms of insects to attack the enemies of the mage from all directions.


The Fourth Circle of Magic


KAL XEN (Conjure)

Reagents: Spider’s Silk, Mandrake Root

This spell summons a wild beast that will fight for the mage against any enemy.


ORT GRAV (Lightning)

Reagents: Black Pearl, Sulfurous Ash, Mandrake Root

This spell enables the mage to cast a bolt of lightning that will strike his target. This lightning is so destructive that no armor can protect its wearer from it.




Reagents: Mandrake Root, Black Pearl, Blood Moss

This spell creates a magical (but invisible) "mark" on any of eight specific colored stones. The Fourth Circle spell Recall can then be cast on that stone.


VAS DES SANCT (Mass Curse)

Reagents: Sulfurous Ash, Nightshade, Garlic, Mandrake Root

This spell is similar to the Third Circle spell Curse, but it affects an entire group of the mage’s enemies.


KAL ORT POR (Recall)

Reagents: Mandrake Root, Black Pearl, Blood Moss

This spell is a minor spell of teleportation. Casting it on a Marked stone takes the mage and his party back to where the Mark spell was cast on that stone.


WIS QUAS (Reveal)

Reagents: Sulfurous Ash, Blood Moss

This spell makes visible all things that were invisible within a specific area.



Reagents: Blood Moss, Mandrake Root, Nightshade, Spider’s Silk, Sulfurous Ash

This spell allows the mage to speak to all recently dead ghosts, until sunrise. If one were travelling to Skara Brae, the wise mage would have a healthy supply of appropriate reagents to cast this spell many times.


EX POR (Unlock Magic)

Reagents: Sulfurous Ash, Blood Moss

This spell unlocks magically locked items, including doors and chests.


The Fifth Circle of Magic


AN XEN EX (Charm)

Reagents: Black Pearl, Nightshade, Spider’s Silk

This spell can be used either to ensorcell an enemy or creature into doing the mage’s bidding, or to free one who is under the effects of a charm.


POR XEN (Dance)

Reagents: Mandrake Root, Garlic, Blood Moss

This spell makes everyone in sight (except the mage and his party) start to dance.


AN GRAV (Dispel Field)

Reagents: Garlic, Black Pearl, Sulfurous Ash, Spider’s Silk

This spell can dispel any type of magical field, such as a Fire Field.


VAS FLAM HUR (Explosion)

Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss

This spell creates a ball of flame that rushes toward the mage’s intended target and explodes.


IN FLAM GRAV (Fire Field)

Reagents: Black Pearl, Sulfurous Ash, Spider’s Silk

This spell creates a wall of fire between the mage and his enemies.



VAS MANI (Great Heal)

Reagents: Ginseng, Spider’s Silk, Mandrake Root, Garlic

This spell completely heals an injured person.


SANCT LOR (Invisibility)

Reagents: Nightshade, Blood Moss

This spell renders the mage undetectable, not only from sight but to all means of normal detection. There are certain creatures that, for various reasons, are capable of seeing invisible objects or people.


VAS ZU (Mass Sleep)

Reagents: Ginseng, Nightshade, Spider’s Silk

This spell is a more potent version of the Third Circle spell Sleep. It puts to sleep a group of targets that are not in the mage’s party.


The Sixth Circle of Magic


QUAS WIS (Cause Fear)

Reagents: Nightshade, Mandrake Root, Garlic

This spell causes such a wave of fear that each man and creature who is not in the mage’s party might flee as if in danger of death.



Reagents: Sulfurous Ash, Spider’s Silk, Blood Moss, Ginseng, Nightshade, Mandrake Root

This spell creates an exact duplicate of any mortal creature, who will then fight on the same side as the original.



Reagents: Sulfurous Ash, Black Pearl, Mandrake Root, Spider’s Silk

This spell create a ring of fire that will encircle the mage’s target.


VAS IN FLAM GRAV (Flame Strike)

Reagents: Sulfurous Ash, Black Pearl, Blood Moss

This spell creates a field of fire at the feet of all the mage’s enemies that are within sight.


VAS ORT HUR (Magic Storm)

Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss

This spell summons a swirling storm that will randomly attack the enemies of the mage with powerful bolts of lightning.


IN NOX GRAV (Poison Field)

Reagents: Nightshade, Spider’s Silk, Black Pearl

This spell creates a field of energy that will poison all who come into contact with it.


IN ZU GRAV (Sleep Field)

Reagents: Ginseng, Spider’s Silk, Black Pearl

This spell creates a thick wall of energy field where the mage desires. All who enter this energy field will fall asleep.



Reagents: Blood Moss, Sulfurous Ash, Mandrake Root

This spell creates violent tremors in the earth that will cause the mage’s enemies to tremble frantically. The effects of this spell will not inhibit the mage or his party.

The Seventh Circle of Magic


REL YLEM (Create Gold)

Reagents: Mandrake Root, Spider’s Silk

This spell changes a chunk of lead into ten gold nuggets.


CORP POR (Death Bolt)

Reagents: Black Pearl, Nightshade, Sulfurous Ash

This spell enables the mage to project a bolt of lethal energy at a specified target.


TYM VAS FLAM (Delayed Blast)

Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss, Spider’s Silk

This spell causes whatever it is cast upon to violently explode, destroying much of the surrounding area. The explosion is delayed long enough to give the mage and his party time to get out of range of the blast.


IN SANCT GRAV (Energy Field)

Reagents: Mandrake Root, Spider’s Silk, Black Pearl, Sulfurous Ash

This spell creates an electrical field that protects the mage by harming all who attempt to pass through it.


IN HUR GRAV YLEM (Energy Mist)

Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss

This spell causes an electrified mist that flows from the caster, enveloping his enemies and harming them as long as they remain within it.


VAS AN XEN EX (Mass Charm)

Reagents: Black Pearl, Nightshade, Spider’s Silk, Mandrake Root

This spell is similar to the Fifth Circle spell Charm, but it affects an entire group of the mage’s enemies.


IN VAS POR (Mass Might)

Reagents: Black Pearl, Mandrake Root, Ginseng

This spell doubles the strength and combat abilities of everyone in the mage’s party.


VAS MANI (Restoration)

Reagents: Ginseng, Garlic, Sulfurous Ash, Mandrake Root

This spell instantly heals all injury, dispels all harmful magic and cures all poison or paralysis inflicting the mage and his party.


The Eighth Circle of Magic



Reagents: Black Pearl, Blood Moss, Garlic, Ginseng, Mandrake Root, Nightshade, Spider’s Silk, Sulfurous Ash

This spell is believed to be so powerful that it may be capable of destroying all known living things in the entire world. Fortunately, this spell has never been cast!


VAS CORP HUR (Death Vortex)

Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss

This spell creates a swirling black vortex at the point the mage designates, which will thereafter move at random. Everyone within this vortex will be continuously struck by lightning.


VAS SANCT LOR (Invisibility All)

Reagents: Mandrake Root, Nightshade, Blood Moss, Black Pearl

This spell is the equivalent of casting the Fifth Circle spell Invisibility upon the mage and everyone in his party.


VAS CORP (Mass Death)

Reagents: Garlic, Ginseng, Mandrake Root, Nightshade, Blood Moss

This spell causes everyone in sight (except of the mage and his party) to instantly drop dead.


IN MANI CORP (Resurrect)

Reagent: Garlic, Ginseng, Spider’s Silk, Sulfurous Ash

This spell, when successful, empowers the mage to restore life in one who has died.


KAL VAS XEN (Summon)

Reagents: Mandrake Root, Garlic, Blood Moss

This spell summons a powerful creature that will fight for the mage and his party.


IN JUX POR YLEM (Swordstrike)

Reagents: Black Pearl, Nightshade, Mandrake Root

This spell creates a deadly pinwheel of eight spinning swords that sails toward the designated target.


AN TYM (Time Stop)

Reagents: Mandrake Root, Garlic, Blood Moss

This spell stops the passage of time for the entire world, with the exception of the mage and his party.


vi. Cosmology

There was once a time when much consideration was given to the phases of the moon and the movements of the heavens. There was much concern over an event, the reoccurrence of which is eminent, called the "astronomical alignment." It was said that the astronomical alignment would create a gateway between this world and another. In recent times the astronomical alignment has been all but forgotten. With the end of the time of magic, it is doubtful that such an event will have any significance to anyone but astronomers.

During this time of magic, a strange form of travel existed, through doorways of light that were often called "Moongates." There were at least two types of Moongates - blue and red. Blue Moongates sprang up wherever fragments of extraterrestrial rocks called "moonstones" were buried. These gates allowed magical travel from one gate to another.

Red Moongates are generated by the powerful artifact known as the Orb of the Moons. A red Moongate can take a traveller anywhere in Britannia. It has even been said that it can also be used to travel to other worlds. There have only been two red Moongates in all of known existence - one used by Lord British, and the other by the Avatar.

Little is known about these gates, but like magic spells, Moongates no longer function as they once did. Use of Moongates today cannot be discouraged strongly enough. They are dangerous and their use in this less-than-reliable state has resulted in numerous fatalities.


Ultima VII

The Black Gate

Reference Card


Main Menu

After the game loads, an introductory sequence automatically begins, but it may be skipped by pressing [ESC] Then the main menu appears, listing four options:





To select one of these options, single-click it with the mouse or use the arrow keys and press [ENTER].To exit the introduction, character creation or credits, press [ESC].



The introduction reveals how and why the Avatar has returned to Britannia. Information presented here is very relevant to your quest. This scene is the same one that you see the first time you run the game.



This is where character creation takes place. It must be selected the first time you play the game. When you are asked to name your character, type the desired name (up to 14 letters) at the flashing cursor and press [ENTER]. Next, you determine the gender of your character. With the mouse or space bar, select the gender of your choice and press [ENTER].



After you first create a character, this option takes you to the beginning of the actual game. In future sessions, this option returns you to your last saved game.



This option lists all of the many people who worked on Ultima VII.


Introductory Walkthrough

This section guides you through the first few minutes of Ultima VII. It doesn't reveal any deep secrets, but it does introduce you to all of the basic actions you may perform in the game. It assumes you are using a mouse, which is highly recommended by both lolo and Lord British.

The scene opens as you, the Avatar, step out of a red Moongate into the Britannian town of Trinsic. Before you stand your old friend lolo and the stable master, Petre.

Conversations. When lolo addresses you, read each line of text and then click the left mouse button ("left-click"). Continue until lolo has finished speaking, at which point he automatically joins your party.

Next, Mayor Finnigan approaches you. Again, left-click after each line of text. Finnigan asks you to investigate the Trinsic murder. Position your mouse cursor (represented by a green arrow) over the word "Yes" and left-click to answer him.

Finnigan asks if you've visited the stables. Put the cursor on the word "No" and left-click. He suggests that you visit the stables and you can begin moving around.

Moving. You (the Avatar) are always in the center of the screen. The stables are through the doorway to your north (i.e., toward the top of the screen). Position the cursor so that it points upward (northward) and right-click. You step to the north. Continue moving the cursor and right-clicking until you enter the building.

Examining Things. When you (the Avatar) enter the stables the roof disappears, allowing you (the player) to see inside. A horrible murder has occurred! You can look at each object in the stables by left-clicking on it. Place the cursor over the gold key (lying just west of the body) and left-click. The word "key" appears (to identify it, if you couldn't tell what it was).

Perhaps the key will provide a clue. Move the cursor to the left of the key and click the right mouse button twice (,'double-right-click"). You walk to that location. Notice that moving around is accomplished by right-clicking, and all other actions, like talking and examining objects, are accomplished by left-clicking.

Using Things. You don't want to be disturbed during this investigation, so close the door by placing the cursor on it and double-left-clicking.

Taking Things. The key may be a clue. Place the cursor so that the tip of it overlaps the key. Click and hold down the left mouse button ("left-Click-and-hold"). As you continue holding, move the cursor around. If the mouse was properly positioned, the key is attached to the cursor. Don't let go yet!

To give yourself the key, move the cursor (and key) over your character and release the left button. The key will vanish.

Examining Yourself (and other things). Find out if you have the key by double-left-clicking on your character. An image of your character appears (your Inventory Display), with blue lines indicating the locations of equipment and clothing. The key is in your right hand.

Put the cursor on the large red check mark and left-click-and-hold. This lets you move your inventory window; move it to the upper right corner of the screen by dragging it in that direction. Release the button when you are satisfied with the new position.

You can remove your Inventory Display by left-clicking on the red check.

Talking to People. Perhaps your companion Iolo knows more about the murder. To speak with him, double-left-click on him. His portrait appears, along with speech. Responses you may select appear in the center of the screen. Left-lick "Murder" to discuss the murder with him.

When you are finished talking to lolo, left-lick on "Bye" to end the conversation.

Further Investigations. There are other things you might try while inspecting the stables. It's a good idea to examine everything. Be sure to check out the dead gargoyle at the north of the stables, as well as the bag lying on the ground. You can see the bag's contents by double-left-clicking on the bag. Try removing items from the bag, such as the torch. Once the torch is on the around, you may double-left-click on it to light it. Double-left-click on it again to extinguish it. (Note that while the torch is lit you cannot move it into any container.) In general, open the inventory of everyone in your party and both single- and double-left-click on every object. You may discover all sorts of handy things.

When you've finished here, you'll want to leave. You can walk continuously by right-click-and-holding. You always walk in the direction the cursor points. The farther the cursor is from the center of the screen, the faster you travel.


Luck be with you as you journey onward!


Ultima VII is an entirely mouse-driven game. All action commands are controlled by the two mouse buttons. However, for those who do not have a mouse, all commands may also be performed from the keyboard.



The key point to using the mouse is knowing that the left button is used to perform actions involving the hands, and the right button is used to perform actions involving the feet. The mouse will generally appear in one of two forms: a green, straight arrow for normal activity or a red, jagged arrow for combat.


Action Left Button Right Button

Click Look Take One Pace

Dou6le-Click Use/Talk/Attack Find a Path

Click-and-Drag Move Items Walk Continuously




To make yourself walk, simply point the arrow in the direction you wish to travel and right-click-and-hold. The farther the arrow is from you, the longer it gets, and the faster you travel. To stop moving, release the right button.

When danger is near, your speed is limited in proportion to your dexterity.

Double-right-clicking on a point on the screen makes you walk to that location, providing no obstacles bar the way (e.g., a locked door).




The left mouse button is used to look, move, use or attack.



To bring up a short description of an object, left-click on it.



Many objects may be moved from one location to another. To move something that is portable, left-click-and-hold on the object. The cursor changes to a hand to indicate that you are holding an object. Move the cursor over the desired destination and release the mouse.

Releasing the item over a character places the item inside that character's inventory. If his Inventory Display is open, dropping the item on a container within the display places the item inside of that container (see Inventory Display).

If a container is not in anyone's inventory, it must be open (its display visible) to drop an item into it.

If an object is too heavy or too large to fit inside a container, or if you can't reach it, a message saying so appears in red above the object.



To use an object, double-left-click on it. Each type of item functions uniquely when used. For example, using an unlit lamp will light it; using a lit lamp will extinguish it.

Some objects may be used on other objects (e.g., a bucket on a well). Double-left-clicking on such an item turns the cursor into green crosshairs. Moving these to the target item and left-clicking uses the first item on the second.

Double-left-clicking on many usable objects brings up a display that provides more information about that object. For example, double-left-clicking on a chest brings up a display that reveals the contents of the chest. The contents may then be moved and manipulated like any other object within the world. The bodies of fallen foes are treated like chests for these purposes.

In addition, the displays themselves may be moved in the same manner as moving an object - left-click, drag, release. Single-clicking on the red check at the left side of the display or pressing [ESC] will close that display.

"Using" a person has several meanings. Double-clicking on a person while not in combat will initiate a conversation with that person. (For more information on how conversations work, see Screen Display.) However, doing so while in combat mode indicates that you wish to attack that person. If you are clicking on a member of your party while in combat mode or while your Inventory Display is up, that member's Inventory Display will appear.

"Using" the Avatar will bring up your character's inventory (see Inventory Display).

To use a cart, double-left-click on a chair in the cart. Once all of the characters are seated, move the cart as if you were moving the Avatar. A boat operates under the same principle, but you must double-left-click on the sails instead of a chair. To stop using a cart or boat, double-left-click again on the chair or the sails, respectively.



While in combat mode, double-left-clicking the cursor on another person who is not in your party or on an object initiates an attack on that person or object. If you are in combat mode, and in any attack mode other than Manual Mode (see Combat), you automatically attack any nearby hostile foes.



Though using a mouse is highly recommended, the keyboard may be used as a substitute if you have no mouse installed.



The arrow keys may be pressed to walk one step in the desired direction. Holding the shift key down while pressing an arrow key will allow the Avatar to take three steps instead of one. if [Num-Lock] is on during play, every step will be a triple one.


Manipulating Objects

Press [Spacebar] to make the hand cursor visible. Now the arrow keys will move the cursor instead of the Avatar. Holding down [Shift] will increase the rate at which the cursor travels.

Treat [Ctrl] as if it were the left mouse button. For example, a single "click" identifies an object, while a "double-click" uses it.

If you are in any attack mode, there is no red cursor to remind you, but "double-clicking" still initiates an attack.




In Ultima VII. the entire screen is devoted to displaying the map. Any messages or other relevant information appear over the game map, at various places.

During conversations, a portrait of the character are speaking to appears in the upper left corner of the screen, with ail of his text appearing to the right of the portrait. If any Other characters interject, their portraits appear in the lower left corner of the screen with their text just to the right of their portrait. During conversations, your portrait appears in the center of the screen, with your word options appearing to the right of your portrait. Selecting a word or phrase from your options initiates a response from the character you're talking to.

Text that identifies an object appears just above that object. Text that appears just above a character icon means that that particular character has spoken.



When you double-left-click on yourself, your Inventory Display appears. This is also true of any character in your party, as long as you have first brought up your own Inventory Display.

Dove/Flaming Sword. At the left of the Inventory Display is either a dove (non-combat mode) or a flaming sword (combat mode) icon. Left-click on this icon to switch from one mode to the other. During play, the color of the cursor arrow indicates whether you are in non-combat mode (green) or combat mode (red).

Containers. Double-left-Clicking on any container in your inventory reveals the contents of that container.

Disk. On the right side of the Inventory Display is a disk icon. Left-clicking on this brings up a window that permits you to load or save a game, turn sound and music on and off, or exit the game.

Heart. Below the disk is a heart. Left-clicking on this icon reveals the Status Display.

Numbers. At the bottom of the Inventory Display is a number next to another number (e.g., "24/36"). The number on the left is the weight that the character is carrying expressed as stones. The number on the right is the maximum number of stones that the character can carry. When buying items from shopkeepers, you are told if an item is too heavy for you to carry.

In addition to weight, items also have volume. Sometimes you are told that you cannot carry an item because your hands or your packs are full. By rearranging your equipment (e.g. putting a weapon in your pack or buying another backpack), you may be able to carry the new item.

Current Attack Mode and Protected Halo are described in Combat.



Double-left-clicking on the spell book in your Inventory Display brings up its display. To Cast a spell, double-left-click on that spell’s icon. To select a spell without casting it, left-click on its icon in the spell book. The buckle on the bookmark moves to that Spell.

There are six spells (Fire Blast, Paralyze, Lightning, Explosion, Death Bolt and Sword Strike) that may be cast in combat by double-left-clicking on a target as if attacking it. If the spell book is in your hand and the book was closed while that spell was selected (the bookmark's buckle was on that spell), using the mouse to attack causes you to cast that specific spell (as long as you have the spell points and reagents necessary). Also, if you (the Avatar) are not in Manual Mode and have your spell book ready (in hand), you cast spells automatically.



The Status Display lists a character's current attributes, both primary and secondary, and whether that character is unconscious, poisoned, charmed, hungry, protected, cursed or paralyzed.



Strength, Dexterity and Intelligence are the primary attributer, With values ranging from 1 to 30. The higher an attribute is, the better. The remaining attributes are secondary statistics.

Strength determines several things, including how much you can carry, how much (if any) additional damage you do with a hand-to-hand weapon, and how many Hits you can take before dying.

Dexterity affects such things as how fast you are and how well you pick locks. Faster characters can move and attack more often than slower ones. Dexterity determines your Combat skill.

Intelligence determines several things, including your Magic skill and how well you cast certain spells.



Combat. Your base combat skill is derived directly from your dexterity. It determines how likely you are to hit in combat with normal weapons.

Magic. Your base magic skill is derived directly from your intelligence. It determines the maximum number of Mana points you can have.

Hits are derived directly from your strength. They are reduced by damage, poison and hunger. When your Hits reach 0, you are unconscious.

Mana records the current number of Mana points you have at that moment. The less active you are, the greater the rate at which Mana points return.

Level indicates your overall prowess. As you gain experience (see below), your level increases. As your level increases, you have the opportunity to raise one or more of your primary attributes. In addition, Hits usually increase as your level does.

Experience points (Exp) are a measure of your accomplishments. Every time you solve a quest or slay a monster, each member of your party gains experience points. After earning the required number of points, a character's level increases.

Training points are accrued with experience points. To increase strength, dexterity, intelligence, combat or magic, you must find a trainer who teaches expertise in that specific attribute. if you pay the trainer's fee and "trade in" training points (representing your study and practice with the trainer), the attribute you are concentrating on increases.


In the lower left corner of each character's inventory Display is an icon representing the attack mode for that character when he is in combat. The following attack modes are available:


Manual You may direct each combat action.


Attack weakest The character will attack the weakest opponent.


Attack strongest The character will attack the strongest opponent.


Defend The character will be less effective at hitting and more effective at dodging blows.

Attack nearest The character will attack the nearest opponent.


Berserk The character will never flee, regardless of wounds.


Flee The character will retreat from any opponents in an orderly fashion.


Random The character will attack a random foe.


Protect The character will attempt to protect the party member in Protected Mode.


Flank The character will attempt to Flank the enemy (to either side).


If the Avatar's attack mode is anything but Manual Mode, he selects targets on his own (according to the rules of his attack mode) and fights those opponents without any further input from the player. The player may override control at any time (by double-left-clicking on a specific target to attack it, right-click-and-holding to lead the Avatar in a certain direction, etc.).

When not in Manual Mode, the Avatar does not select fleeing or disabled (sleeping, paralyzed or unconscious) targets on his own, and breaks off an attack once any of these conditions are met. To make the Avatar pursue an enemy to the death, double-left-click on the opponent after it has already fled or been disabled.


Flee Mode

If a party member is seriously injured, he may flee. Neither the Avatar nor party members in Berserk Mode will ever flee. Normally, fleeing characters might drop some of their possessions. Party members who have been set to Flee Mode will make an orderly retreat and will not drop any of their possessions.


Protected "Mode" and Protect Mode

You may designate a party member to be protected by clicking on the "halo" just above that character's attack mode icon. It turns gold, indicating that this party member is to be protected. Only one person in the party may be protected at any one time.

Note that if you have not designated any party member to be protected ("turned his halo on"), an injured party member may turn his own halo on and call out to other party members for protection. Any party members that are in Protect Mode will follow this injured character around and attempt to protect him. Effectively, any protecting character's main concern is for the welfare of the protected individual, and he will fight anyone who attacks the protected character until there is no longer a threat.


Keyboard Commands


C Turns combat mode on and off


I Opens up the Inventory Display of each party member, beginning with the Avatar.


Z Opens up the Statistics Display for each party member, beginning with the Avatar.


S Opens up the Save/Load Window.


A Turns all audio effects on and off


V Displays a scroll showing the version number of your copy of Ultima VII


Alt-X Exits Ultima VII and returns to DOS


H Changes the "handedness" of the mouse by swapping the functions of the left and right moues buttons. The left button is now used to move around, and the right button to manipulate objects. This "H" toggle affects only the mouse, not keyboard commands.


Esc Closes Save/Load windows, if it is open. If Save/Load is not open, closes all open displays and windows.



Ultima VII: The Black Gate Walkthrough


By Courtney McMillan


General Tips:





Trinsic - You will be joined by Iolo, and then approached by Mayor Finnigan. Agree to investigate the murders and report back to him. Go into the stables and look at the body on the floor (Christopher). Get the key that is by the body, and the bag of gold and jewelry in the NW room of the stables. Talk to Petre about the murders.


Now go and talk to Mayor Finnigan about the key you found, and he will tell you to talk to Spark (Christopher's son). Go to the healer's (112S, 2E) and talk to Gilberto (a guard). Find out about the attack on him and the Crown Jewel. Talk to Johnson (the other guard) and discover more about the incident against Gilberto. Gilberto will tell you to talk to Gargan, the shipwright, about the Crown Jewel.


Go to Gargan and ask him about the Crown Jewel and discover that it sailed for Britain, but he doesn't know who was on it.


Now go to Spark's house (100S, 4E), and talk to Spark. Ask Spark about his nightmare, and he will tell you about the man with a hook for a hand and a wingless gargoyle (very important). Allow him to join the party (he will be tough later). Use the key from the body in the stable to open the chest in Spark's house, and get the Fellowship Medallion and the gold. You can use the hammer on the parrot to find out a secret treasure location (169S, 28E - just west of Serpent Hold).


Now go to the Fellowship Hall (108S, 10E) and talk to Klog. Do not wear the amulet you found at Spark's house. Klog will tell you he got into an argument with Christopher and that Christopher verbally assaulted Klog and his friends, Abraham and Elizabeth. Do not join the fellowship at this time. Now go and talk to Gargan again, and he will tell you about the man with the hook and a wingless gargoyle that he saw after sundown.


Now that you have all this information, go to Mayor Finnigan and report all you have discovered. Answer all the latitude and longitude questions and get the password to leave Trinsic.


Before you leave Trinsic, go to the armorer's and get some swamp boots, you will need them to get to Paws. Also, stock up on mutton at the The Honorable Hound Inn, the price is good, and mutton is the most filling food in the game.


When you leave Trinsic, walk north to go to Paws. The actors in the shack serve no real purpose, but listen to them to gain some insight into the Fellowship.


Extras: Go to the Armorer's and move the wooden shield in the main room and flip the lever you find there. Now you can get into the backroom of the shop

and get some weapons and armor.


Paws - When you arrive in Paws head straight for the butcher's shop (69S, 0E)(run by Morfin). Talk to Morfin and find out about the theft of his Silver Serpent Venom. Agree to help him find the thief. While in the butcher shop, move the bucket of blood on the west wall and pick up the key you find on the floor. This key will open the chest in Morfin's house. Now go to Morfin's house (which is just north of the Antiquities shop). Use the key from the butcher shop to open the chest and get the key you find in the chest. Take this key back to the butcher shop and use it to open the door to the north. Now use the key you found under the bucket of blood to open the chest in this room. When the chest is open, you will find a ledger inside. Use the ledger to read it, and then go ask Morfin about the ledger. He will say that he has sold the venom to people besides the ones he originally told you, but that it is perfectly legal for him to do this (blah, blah).


Now go to the Fellowship Shelter (58S, 8W) and talk to the people you find there. Alina will tell you about her wrongly accused fruit stealing husband Weston (who you will save in Britain). You will also talk to the lovely folks who run the shelter: Brita and Feridwyn. Brita is a shallow cretin who will tell you all sorts of gossip about the folks in town, and her husband, Feridwyn, is little better, although his info is a little more helpful for the small quests around town. You may meet their progeny, Garrit, who is a prince of a child. Just talk to him, and don't worry about what he spouts out. These people will tell you to talk to Camille and Tobias.


Go to Camille's house (53S, 8W) and talk to her and her surly son Tobias.


Now go to the shelter again, and Feridwyn will approach you and say that he saw Tobias with the venom and you should do something. Go to Camille's house again and she will approach you and say that Tobias is falsely accused, and tells you to go talk to Morfin. Go talk to Morfin at the butcher's.


Morfin will say that he doesn't think Tobias did it because he doesn't show signs of its use. Morfin says that Garrit has been acting odd, and dropped a key outside the shop. He will then give you the key (it is bright green if you check in your backpack, you cannot miss it).


Now return to the shelter and use the green key on the chest with the musical pipes in front of it. If you look in the bag in the chest you will find the snake venom vial. Take the vial and go find Garrit and confront him about it. He will admit to taking it and planting it on Tobias, and he will beg you not to tell his parents. Do so immediately. When you tell Feridwyn, he will bust Garrit, but still blame Tobias. Now go and talk to Camille, and tell her the good news, she will be happy. Talk to Tobias and notice the change in his attitude.


Now return to Morfin and give the vial back. Task done.


SIDE PLOT: Now go to the Miller's and talk to Thurston. Get him to tell you he is hot for Polly (who runs the inn). Now go to The Salty Dog and tell Polly what Thurston said. She will say she likes him too. Now go and tell Thurston what Polly said and he will start a courtin'. Task done.


SIDE PLOT: You can also ask Camile about wheat, and deliver it to Thurston for some money. Task done.


Go and buy the hourglass from Beverlea and keep a hold of it. Go to Britain.


Britain - Go and talk to Lord British. Talk about your friends and then Trinsic and tell him you learned something. He will tell you to see Clint (the shipwright) about the Crown Jewel, and Mayor Patterson about the murder. At this time you should also get the Orb of the Moons from him and learn about your stuff in the storeroom. Now go to Lord British's study, open the drawer of his nightstand and get the key you find there. Now flip the lever in the corner of his bedroom and make your way to the stairs and go up to the second floor. Walk to the NW corner of the castle and go in the storeroom and get your goodies.


Now go and talk to Clint, who will tell you that the Crown Jewel hasn't been in Britain for a long time.


When you talk to Mayor Patterson, he will tell you that there was an identical murder a very long time ago, and that the victim was Finster. Finster was running for political office and wanted to disband the Fellowship, and so had a lot of enemies.


Now go talk to Batlin and join the fellowship. He will send you to Minoc with a sealed package (you can open it, it doesn't matter) to deliver to the Fellowship office there.


Now go to the Avatar museum and steal the Virtue Stones (it won't hurt your virtue) so that you will have them to cast Recall spells (do this by setting the stone on the ground, cast Mark on it, and pick it up. When you cast Recall on the stone, and you will return there).


Now go to 2N, 48E and double click on the green fish by the cattails. Get the key inside and use this key to open Mack's Shed (22S, 26E) and get the Hoe of Destruction.


If you go to Selwyn's Tower (6N, 51W), walk to the North side of the tower and cast Telekinesis on the lever you will see. Go in and loot.


Now go to Cove.


Cove - Talk to Rudyom, and he will tell you about his black rock experiments. Take the Transmutation Wand and the 4 blackrock pieces.


SIDE PLOT: Lord Heather is here if you need to get the bill from Miranda signed (about cleaning up Lock Lake). Janna is here, and will join you (free healing,

but it's pretty occasional).


SIDE PLOT: If you want, talk to Natassia and say you will help her. She will say her dad was killed near Yew. (You will solve this in good time.)


Now WALK to Minoc.


Minoc - It is best to walk to Minoc, if you cannot find the body that has been murdered, go to a previous save game and walk to Minoc, it should clear up the



When you get to Minoc, walk to the sawmill (63N, 73E) in the SE part of town. When you enter, there will be 2 hacked up bodies (just like Trinsic). Get the serpentine dagger and the Fellowship candelabra. Talk to Mayor Burnside about the dagger and find out who the victims are (Frederico and Tania who are gypsies). Now go to the gypsy camp (61N, 85E) and talk to Sasha. He says his parents were mad that he joined the Fellowship. Jergi will tell you the gypsies aren't welcome all over the place.


Now get Margareta to tell your fortune. She is a font of information but will charge you 20 coins, but it is worth it (and necessary). She tells you to find the Time Lord, but he is in trouble, so go talk to the wisps about it (in the Yew forests). She also tells you to talk to the Monks at Empath Abbey.


Now talk to Xantha at the artists' guild about the candelabra and she will tell you to chat with Elynor about it. Before you rap with Elynor, talk to Jakher at the training hall and find out about Frederico tossing a rock through the Fellowship Hall window (sounds suspicious huh). Now give the box to Elynor. The scroll inside talks about Christopher building something. Ask Elynor about the candelabra and listen to her story.


Owen, the shipwright, says he saw a guy with a hook creeping around town last night, and that the Crown Jewel was in town the night of the murders (aha). Rutherford, at the bar, knows Hook is a pirate, and knows some interesting tidbits about the Crown Jewel. He also says the murders look like Hook's style (the plot thickens).


SIDE PLOT: You can also put Owen out of business by proving he builds unsafe ships (you get experience for this).


Now go to Paws (Elynor did say that was where they were headed).


Paws - Go and buy the hourglass from Beverlea and keep a hold of it. Now go to Jhelom. If you do not have money for a boat go and get the magic carpet at the entrance of Despise (9N, 30W). Hug the mountains and you will see the carpet on the ground. Take it and head for Jhelom. (Side note: Never fly over the Isle of the Avatar with the Magic Carpet.)


Jhelom - When you talk to Mayor Joseph, he says that Elizabeth and Abraham have set sail for Britain. Take the serpentine dagger to the Library of Scars (137S, 45W) and show it to De Snel. He will say that Serpentine weapons are from the Library of Scars, say it was stolen and attack you. Take him out (it is ok to attack folks if they jump you first).


SIDE PLOT: You can go to Sprellic's house (142S, 68W) and talk to him about the trouble he is in for taking the banner from the Library of Scars. You can have another made by talking to Klifton, the armorer, and have him sew another, or you can fight the duel for Sprellic by being his champion and beating up Vokes and Timmons. Either way, you win.


Dupre is at the Bunk and Stool (146S,, 64W). Go and get him and go to De Snel's house (133S, 45W), and get the key there. Use the key to open the locked room in the Library of Scars.


Britain second time - Go and talk to Batlin, and he will say that Elizabeth and Abraham have gone to Vesper. Batlin will send you to the dungeon Destard to reclaim some Fellowship money that were stored there. He tells you that you need to bring back the chest and the money. On to Destard.


Destard - As you enter, the first chest you see should be the Fellowship chest. When you open it, it will be empty. You will leave with nothing and like it.


SIDE PLOT: At the northern entrance, you might see Cosmo, whom Ophelia sent to Destard to get rid of.


At the southern entrance of Destard, if you are lucky, you will find Lasher, a unicorn. This is the only unicorn you will find to complete the Ophelia/Cosmo quest. It will not matter though because Ophelia doesn't love Cosmo, and just sent him for the unicorn to ditch him. Sad, sad story.


Go back to Batlin in Britain.


Britain third time - Batlin will ask what happened to the funds. Tell him your story, and that Destard has a bunch of monsters in it. He will let you join if you come back at 9 at night for the next meeting. Your friends will try to get you to not join, but don't listen. Go to the meeting, answer the copy protection questions, and get your complementary Fellowship medallion. You are in the club!


Go to Vesper.


Vesper - When you arrive, talk to Mayor Auston, and learn that Elizabeth and Abraham tried to set up a Fellowship branch, and have set sail for Moonglow. He will also say that they were at the Britannian Mining Company for awhile. Don't worry about it right now, the plot will thicken.


SIDE PLOT: If you go into the Gilded Lizard and talk to Yongi, he will tell you how Blorn hates gargoyles. Blorn will ask you to go on a mission for him (it is pretty un-avatar like, but say you will do it. You are supposed to go and rough up a gargoyle, named Lap-Lem, for this bigot.) Lap-Lem will tell you that Blorn attacked him and stole his amulet. Go get the amulet from that schlep Blorn and take it to Lap-Lem.


NOTE: Be careful who you tell that you are the Avatar, some will try to beat you up for it.


Moonglow - This is a big town with lots of stuff to do that will encompass many trips. Here are the essentials of the first trip.


When you talk to Rankin at the Fellowship hall, he will say that Elizabeth and Abraham have left for Terfin.


While you are here, go ahead and deal with Penumbra. Go to her house (25S, 179E), and get in. To do this, you will have to read the plaque and put an item next to the plaque. Here are the clues, the items, and where you can find them:


  1. Hammer here to enter: put a hammer down : Morz's house (53S, 177E)
  2. Pick item carefully to keep going: put down a lockpick : Balayna's house (37S, 189E)
  3. A glowing ring of truth lies before thee: put down a gold ring : The Lycaeum (42S, 180E)
  4. Grasp not at threads: put down a spool of thread : Carlyn's store (37S, 175E)
  5. The royal mint shall not hold thee back: put down a gold coin or nugget : Fellowship Hall (37S, 184E)


Now the door is open, and you may enter. Cast awaken on Penumbra, or use a potion, and wake her up. She will say she cannot help you until you shield her room with blackrock. Guess what? You should have 4 pieces of blackrock from Cove, and you may now place them on the pedestals in her room. She will now tell you that you need to get the Ethereal Ring. Cast the Mark spell here (you will have to come back when you get the ring later).


Go to Terfin.


Terfin - Go to the Fellowship Hall and talk to Quan. He says that Elizabath and Abraham have left for the Fellowship Meditation Retreat (its right by Serpent's Hold).


Talk to Draxinusom at his house (167S, 114E) or at the Tavern (179S, 120E). He is usually at his house. He says that Teregus raised Inamo (remember the

dead Gargoyle?), and will say you should tell Teregus. Do so at the Hall of Knowledge (165S, 118E). He is bummed but asks to hear if you find any more



SIDE PLOT: Teregus will also tell you that someone is trying to destroy the altars of Control, Passion, and Diligence. He wants you to solve a mystery. Talk to Betra (181S, 117E) and learn that he and Sarpling have access to the kinds of stuff needed to do this deed. In Sarpling's shop (174S, 125E) you will find a powder keg and a scroll. Read the scroll and ask Sarpling about it. Sarpling will spill his guts to you. Now take the scroll to Teregus and he will tell you to go to Runeb. Do it, but get ready because Runeb will attack you. Take him out. Task done.


Go to Serpent's Hold.


Serpent's Hold - Serpent's Hold is a lot of fluff, but here is the scoop:


SIDE PLOT: Go to the kitchen and double-click on the fish until you find the one with a key in it, and take the key to the cave at 176S, 35E. Use the key to

open that chest and get the key to Richter's weapons closet.


SIDE PLOT: Save Lady Tory's kid by going to the Shrine of Honor, killing the harpies (no problem at this stage of the game) and get the kid. If you return

him, Lady Tory will be happy.


Go to Fellowship Island.


Fellowship Meditation Retreat - Ian will tell you that Elizabeth and Abraham have gone to Buccaneer's Den, and he will give you the key to the gate (this will only happen if you joined the Fellowship. If you didn't, you are in trouble). Do not worry about the off-limit caves right now, you must find the Time Lord (almost the rest of the game leads to this moment, so hang in there). Take yourself to Empath Abbey in Yew.


Yew: Go directly to Empath Abbbey (78N, 59W) and talk to Taylor. He will tell you about the Emps and how they can talk to the Wisps. But you are going to need a pot of honey, which you can get from the Bee Caves (57N, 54W), or from the Pirate Camp that is by Despise (20N, 6E). I think the pirates are easier, and you get to kill them if they are there. Taylor will give you a smoke bomb to deal with the bees if you decide to take that path to get the honey.


Now go to the forest and talk to the Emps (55N, 9E). Offer the honey and they will think you are swell. Tell Trellek you want to talk to Wisps, and tell him to join you and find one. He says he needs permission from Saralek, his wife. When you talk to Saralek, she will say you need to talk to Salamon. Salamon says it is OK if you get a contract signed by the logger, Ben, to stop cutting down Silverleaf trees.


SIDE PLOT: If you talked to Nastassia in Cove, Trellek will tell you about her dad, and you can return to Cove later and win her heart.


If you want, go to the High Court (82N, 51W) and read the Book of Records. It will tell you how Hook, Forskis, Sullivan, and Kreg are wanted felons. Now go and talk to Kreg in Empath Abbey and he will attack you. Take him out.


NOTE: If you get tossed in jail, get 40 gold off the dead body, and bribe Goth with 20 gold. Goth will give you the key to the cell.


Yew again - Go back to Yew and talk to Ben the Logger (43N, 47W), and he will happily sign the contract for you.


Take the contract back to Salamon and she will grant her permission. When you talk to Saralek, she will say she lied, and want to know what you want with

Trellek. After a lot of jawing, she will tell you that Trellek might be able to make a whistle to call the Wisps. Trellek does it.


Now take the whistle to the abandoned house (46N, 12W) and blow the whistle. The Wisp will show up and tell you the Time Lord wants to talk to you. If you want more info, he says you will have to get Alagner's notebook in New Magincia.


Go to New Magincia.


New Magincia - Go to Alagner (78S, 129E), and he will say he will give you the notebook, but you must give him the answers to the question of life and



Katrina is here and will join you (up to you).


Go to Skara Brae and the Tortured One.


Skara Brae - when you get to the docks, cast Seance to talk to the ferryman. If you pay him 2 gold he will take you across the Misty Channel.


Once you are there, talk to Caine, the Alchemist and the Tortured One. He will tell you about Mordra and her plan to kill the Liche, Horace. Mordra devised a potion, and gave it to Mayor Forsythe who gave it to Caine. Caine's shop blew up. Caine also tells you about Trent and the cage he is building to hold the Liche while the potion is dumped on it.


Now go to Mordra's shop (48S, 62W) and talk to her and pay attention to her. Get a potion of curing, a potion of invisibility, Mandrake Essence (the glowing potion), and an empty vial.


Now go and talk to Trent the Blacksmith (45S, 67W). Listen to his tale of woe, and get the music box and take it to the Dark Tower(27S, 76W). Use the music box near Rowena (Trent's wife), talk to her and get the ring from her. Return the ring to Trent and he will agree to build the cage, but will need an iron rod.


Go to the Cemetery (50S, 60W) and grab an iron rod and take it to Trent. He will build the cage. Take the cage to the Alchemist Shop (37S, 63W) and put the 3 potions in the machine, and put the empty vial on the other side and light the burner. If all went well, you will have a new potion (sparkling blue) in the vial. Gather up the blue potion you made and the cage and head for the Dark Tower.


When you get to the Dark Tower (27S, 76W), go to the back of the tower by going through the fake wall by the stairs, and use the cage on the Well of Souls. Now go to the Throne Room and hang out until midnight and Horace the Liche lays down. When Horace lies down, put the cage over him and use the potion on him. The liche is dead, and you must return Rowena to Trent. Horace will tell you that you need a sacrifice to destroy the well of souls.


Now you must talk to Mayor Forsythe and he will say if no one else will sacrifice themselves, he will do it. Now you have to talk to EVERY person in town, including ones you have already talked to (Caine will give the answer you are seeking now. Caine says there are no answers, only questions), and go back to Forsythe. He will now sacrifice himself. Take him to the Well of Souls and make him do the deed.




Go back to New Magincia.


New Magincia again - Go back to Alagner (78S, 129E), and tell him that there are no answers, only questions and he will give you the key to his storeroom. Go to the storeroom (85S, 126E).


Open the storeroom's doors and go to the one on the left. It will teleport you near the right door. Now unlock the door in front of you and enter the room. Flip the switch on the upper left and pick the lock to the door in the hallway. Now go inside and flip the southern switch and get the magic bow (if you want), and flip the northern switch. Step on the teleporter in the newly opened room, and you will be teleported to the Left side of the storeroom. Walk near the door, and you will be teleported to the right side of the storeroom. Walk around the wall and step on the right teleporter, and you will be teleported to the left side. Flip the switch on the wall and step on the teleporter to the left. Get back to the center teleporter, walk around it, and walk north through the illusionary wall. Now, take the chairs off the table, put a crate down to climb on the table, and get up on the table. Once you are on the table, create a staircase of crates that is 3 steps high. Climb the steps and unlock the door. Get Alagner's notebook and read it. It tells you the Fellowship is a bad thing (surprise, surprise!).


Back to the Wisp: Go to the forest and give the notebook to a wisp (46N, 12W). The wisp will tell you to use the moonstone NW of yourself to find the Time Lord. This means placing the Orb of the Moons to the NW of you (diagonally) and using it. Go through the gate that appears and see the Time Lord. He says you will need the Ethereal Ring to accomplish some generator destruction. Lets get it at Spektran.


Spektran - Go to the Sultan Martingo's palace and kill his stone harpy to get the key to his vault. The harpy is easily killed by using a glass sword (the guardian's X in the desert (48N, 137E) has 2), or the Blackrock Sword (if you did the Forge of Virtue first), or use some invisibility rings (Selwyn's Tower). Kill the harpy, take the ring from it, and open the sultan's vault and get the Ethereal Ring.


Go to Moonglow.


Moonglow Again: Take the Ethereal ring to Penumbra and she will enchant it. Go to Dungeon Deceit.


Deceit - (3N, 177E) To get to the Tetrahedron Generator, try to walk into the dark areas of the walls and you will get there. When you get to the generator, leave all your party members behind, put the Ethereal ring ON YOUR FINGER, and arm yourself with a glass sword or magic weapon, and save your game. Fight the Ethereal monster (this guy is tough, so get ready), and then click on the box in the middle of the room and the generator will go down. If all went well, there will be a miniature Tetrahedron on the ground. GET IT, DO NOT FORGET TO PICK THIS UP.


Go to Yew.


Yew Again: Take the hourglass you bought from Beverlea in Paws (63S, 3E) to Nicodemus (67N, 54W), his house has the big chessboard by it, and get him to enchant the hourglass. Life is good, off to the Lake entrance of Despise.


Despise - Go to the entrance by the lake (9N, 30W), by the magic carpet, and cast a recall by the magic carpet. Now enter the dungeon and wander toward the Southwest until you are confronted with the Spherical Generator. There will be a moongate puzzle, and the answer is: RED, BLUE, BLUE, RED. Shatter the prism inside, and pick up the little sphere and get out of here. Recall is a good way to leave, walking is ok, but not fun.


Got to the Fellowship Meditation Retreat (by Serpent's Hold) for the last generator.


Fellowship Meditation Retreat - Go to the cave that is off limits, and enter it. The cube generator is here, but when you approach it, you will not be able to get in. Cast a Mark spell so you can get back here the easy way. Use the hourglass to contact the Time Lord. He says you need Caddellite to get in to the Cube Generator. Lets go get it at Ambrosia.


Ambrosia - Go to the Island of Ambrosia. It is located in the NE sea of Britannia (if you have the map that came with the game, it is under the compass on the map). Once you find the island, go to the cave (94N, 187E), and go through the tunnels until you reach the Hydra's cage. Open the secret door on the North side of the cage and enter. Kill the Hydra (it's a wimp). Now grab one chunk of Caddellite for each party member. You are done.


There is a house on Ambrosia, and YOU WILL NOT GET INTO IT, EVER!!! You can wait around for the magic fields to subside (they will, but it takes a long time) and then you will be able to cast some spells to get rid of some of the magic fields blocking your way to the other cave. It is not worth it, but just in case.... You know.


Go to Minoc.


Minoc again: Get Zorn the blacksmith to make the Caddellite helmets for you. Now put them on.


Go to the Fellowship Meditation Retreat.


Fellowship Meditation Retreat - When you get here, use the Recall spell and head for the Cube generator. If you have your Caddellite helmet on, you will be able to get in there. When you get to the center of the puzzle, shatter the prism, and pick up the little cube (you will need it to make people tell you the truth). The Time Lord will tell you that things are afoot and head to Buccaneer's Den.


Go to Buccaneer's Den.


Buccaneer's Den - Talk to Danag at the Fellowship Hall (81S, 53E) with the cube in your hand. Danag says all sorts of interesting info, but the important part is that Elizabeth and Abraham are on Avatar Isle, and Hook has a key for a special barrier on the Isle, and the key is hidden in his house. You can get to the catacombs one of two ways:


  1. Go to the hidden door in the Fellowship Hall and flip the lever there using Telekinesis, or
  2. You can ask Sintag, at the House of Games (84S, 64E), for the key to the catacombs, and he will give it to you. Use this key on the door in the House of Games and go forth to get stuff.


Once you are in the catacombs, go to Hook's room (it's obvious), and take the LARGE key and read the 2 scrolls. One talks of the Crown Jewel and its trek to the Isle of the Avatar, and the other is an assassination list that you are on.


Go to the Isle of the Avatar.


Isle of the Avatar - Once you get here, go to the entrance (165S, 170E). Use Hook's key on the double doors. Now that you are in the Throne Room, go to the upper left corner and walk through the illusionary wall there. Now flip the switch and the doors of the Throne Room will open.


Now head through the opened doorway, and you will come to a jail. Enter and kill the opponents there, and go to the room with the levers. The left and right levers select a cell door to open, and the center on open the selected door. Open the door to the far left cell (the one with the dead body in it and a barrel). Enter the cell and get the key from the woman's body, get the food out of the barrel and move the barrel and flip the switch there to open a secret pathway back to the main hall. If you cannot get the door to the lever room to open, and you are locked in the jail room, it is possible that you flew over the Isle of the Avatar on the magic carpet. If you did, and the guardian laughed, then you will have to go to a previous savegame BEFORE the guardian laughed. If you do not have one, then you will need to contact Origin Tech Support.


Use the key from the dead body to open the door in the main hallway. You will come to a lever puzzle. This is weird and hard to explain, but here is the sequence: 5,4,6,7,8. This should get you through the puzzle. Once out, go into the Northern room with all the fellowship members, flip the switch, and head East.


On the way around the river, flip the switch near the fire trap. Go into the teleporter room, flip the switch, and go into the Fellowship Hall. Kill everyone, and move the Fellowship medallion to open the doors. Now you will come upon a room with a knight statue in it. Follow the invisible pathway to the North until you come into another room. Go to the Eastern wall and enter the Illusionary wall. Enter the invisible pathway you find, go in it. Follow this path, and you will know you are on the right path if you can pick up a candle. When you come into a new room, step on the right teleporter. Go through the hallway, and the illusionary wall, and you will see the Throne of Changes.


Now, set down an item by the throne (something you will not need because you will not get it back. Remember what you put here, so you can tell the difference between all the Thrones you are about to sit on. Every time you sit on a throne, it teleports you to an identical but different throne). Sit on The Throne of Changes. Now get up and go through the illusionary wall to the South, and get the key out of the backpack. Go back to the Throne of Many Changes and sit on it. Now go through the illusionary wall to the NE, and sit on the throne you find there. This is the Throne of Virtue (it does not teleport you). Now get up and go back to the Throne of Many Changes again (you are now being teleported). Now go through the illusionary wall to the NW, save your game and step on the teleporter.


Now you are in the Black Gate room with Hook, Batlin, Forskis, Elizabeth, and Abraham. Attack them and kill who you can. Batlin will bail out after you kill Hook. Once death has been dealt, put the Tetrahedron, the Sphere, and the Cube on the pedestals. The light beams will be disrupted. Now use Rudyom's Wand to destroy the Black Gate.




Ultima VII



A Guide to the





Greetings, gentle scholar. I have yet to believe my senses fully, for it seems but yesterday that I was within the Lycaeum walls investigating the rumors of this strange and wondrous isle. And now I sit here in my new home, surrounded by history itself.

Indeed, consider what significant history it is! The very isle from which the fearsome Exodus began its assault upon Britannia. The very isle that later housed the Three Principle Shrines of Virtue. The very isle that sank beneath the waves several centuries ago....

It is upon that island, the Isle of Fire, that I compose this document. Here, at the very floor of the sea, encased in a time-tested breathing enchantment of a mage I never met, I am privy to all that was spawned by the Age of Darkness. I write this now as completely as I am able, for I know full well that, following much more exploration, I will be too engrossed in the many archaic splendors to keep detailed records. Read on, fellow student of life, and be amazed.




My readers will forgive the sparse and vague details of my retelling, for all this is simply memories gleaned from weeks, nay months, spent buried in the depths of the Lycaeum: Shortly after Exodus' fall at the hands of the Stranger (who would later become known as the Avatar), Lord British created the eight Shrines of the Virtues. In addition, he established three shrines dedicated to the Principles of Truth, Love, and Courage, which he had placed on Exodus' home island, known is the Isle of Fire. While all of these shrines were crafted to benefit every citizen of Britannia, Lord British's primary concern was to locate a protector, an Avatar, to assist Britannia in times of need. indeed. Lord British was planning the successor to the Age of Darkness - the Age of Enlightenment.

In this dawn of the new era, Lord British begin his plans not only to locate the Avatar, but to ensure his agent could protect the Virtues as well is exemplify them. Thus, he chose to guard the three Shrines of the Principles with creatures and traps, for only the Avatar should be able to benefit directly from their powers. Commissioning a slew of mages and engineers, Lord British oversaw the implementation of these foils, along with the constriction of the actual Shrines. In addition, he instilled within the Shrines the ability to adapt to the dynamic nature of the environment, thus insuring the tests would survive the trials of time. Many months later, the island was ready. The call for the Avatar Was sent out.

However, while the search was still in its infancy, the island disappeared. Well, sank really, but for reasons that are Still mysterious. (Actually, I suspect there is a correlation between this event and the Gargoyle's use of Exodus as a physical manifestation for Diligence.) When word of the island's misfortune reached Lord British, he thought both the isle and the Shrines lost forever.

That is all I know, save for the location of the island. However, lest thou consider the legends false, consider first that thou art reading a document written from within the walls of the ancient Castle of' Fire!

Traveler's Guide

At the moment, there is little hope of another ever laying eyes upon this watery land. Although one could survive here, thanks to the envelope of air that Astelleron created to permit breathing, it is doubtful someone else could travel here Without possessing my vast knowledge in summoning and controlling giant sea creatures. Doubtful that is, until I find the way to make this island rise again. When it is in its proper place, atop the Sea, then wilt thou share mine opportunity.

Calling the Isle of Fire an island is a partial misnomer, for, thou dost see, there are actually three such islands. The main land, upon which sits the Castle of Fire, is by far the largest of the three. The castle is surrounded by mountains that contain several tunnels. judging by what I have seen, these dungeons were excavated to hold the various tests designed to challenge the Avatar, for all three of them can be reached from within the castle walls. In addition to these entrances, the castle houses the Shrine of the Principles, in which can be found the actual three Shrines of Truth, Love, and Courage.

The Smallest island holds nothing of interest, but the middle seems to possess as much of historical importance as its larger sister. The eastern side is almost devoid of plant life, and the sand and rocks indicate this was once a small quarry. Perhaps this is where Astelleron fabricated the legendary stone guardians of the Shrines. Nearby his shack, also preserved by the air bubble. My exploration has been cursory thus far, but the books I saw in the house indicate an educated individual. More confirmation for my hypothesis? There are two caves in the area, as well as a Moongate leading to and from the main island. The east cave exits into the open air, but this area is enchanted, and teleports me to a tunnel leading to a secluded glade. I cannot yet place the recollection, but I am sure the grouping of stones, with a tree taking root in the center one, is familiar to me. Perhaps when I have seen more detail I will record my observations, but for now, this sums up my knowledge of the geographical aspects of the island.



There is little remarkably different about most of the animals of the Isle of' Fire- I have seen the rodents and the deer and a few members of the avian species. And, in fact, the castle walls are scorched in places - the aftermath of a dragon's assault upon the castle. The dragon has taken up residence here in one the tunnels of the main cave. During her raid, she stole from me the Ether Gem, a possession of reasonable importance. As soon as I can find a way to retrieve it, her head shall be mine.

However, I digress. By far the most intriguing creatures I have come across are the stone golems. I had heard nothing more than mere rumors prior to my arrival here, but seeing the mobile masses of rock have convinced me of their existence. Astelleron was quite a master, indeed, for his workmanship is beautiful. I know nothing of their- sentience, for they have never spoken to me. To be honest, I am not even sure they are aware of my intrusion, for I have yet to venture near one of the Shrines. I hope soon to journey back to what I have assumed is Astelleron's hovel and learn more about their creation, but that will come after my other research. Regardless of how the golems were constructed, I am confident more than an ordinary sword would be necessary to Stop them.



I have had a bit more time to view the island now. There is too much to see and record, but I will put down what I can before something else reclaims my fancy. Having noticed that the silent stone guardians had left the Shrine room unattended after the dragon's attack, I decided to inspect the three statues.

I first spoke with the haggard old man, presuming he, or- rather it, would represent Truth. I was not disappointed. I was, however, surprised, for upon initiating conversation (after all, what else should one do with a Shrine of the Principles?), I found myself magically teleported inside one of the dungeons. I chose not to explore, for I hastily remembered a tome to which I was in a hurry to get back. However, I was reminded of an ancient piece of wisdom: never trust the obvious; always took for that which is not there. Afterwards I stepped back into a Moongate and returned to the Shrine room.

I learned little from the Shrine of Love, so I set out through one of the Moongates south of the Shrine room, found behind a secret door. I arrived back on the smaller isle. Entering the western cave, I passed by several barrels and some supplies, obviously left over from Astelleron's days there. Passing his shack, I noticed a golem Standing near the quarry remains. He was staring at one of "his" fellows, who had taken a very bad fall, it seemed. I stole by them and entered the Other cave. Passing into a small outside opening, I was teleported into the passage leading to the little glade I had seen earlier.

As I spied the rocks and the tree again, I was able to place both. The rocks ,were denoting the legendary Stone of Castambre, and the tree was none other thin its accompanying Tree of Life. Beyond a doubt this was one of Astelleron's sources for powering his awesome golems. I must locate his journals an to read more, but - if my memory serves- the Tree of Life likely supplied not only the blood for his magicks, but the "hearts" as well.

Later I investigated the other moongate within the Castle of Fire. This one led to yet another labyrinth. I saw more golems here than in either of the other two dungeons, and remember seeing at least one man. However, he seemed no more interested in me then I was in him, so we both ignored each other. Peering around a corner, I caught sight of a huge and magnificent dragon - doubtless the one I encountered earlier. Behind her was a door. I cannot guess what lay beyond, but her protective nature was probably indicative if its importance. Though I am too busy to waste time testing my idea, I expect the dragon would be quite difficult to conquer.

Now, before I continue I must pause to jot down a new idea. I believe this will permit me to lengthen the time of most movement-based spells. All I need to do is increase the proportion of spider silk in relation to the amount of blood moss I have and...

I have discovered something of terrible interest. The dark cylinder I found on the second floor is more magical than I first detected. I have touched it, symbolically speaking, for it lives. Well, not is a man or a plant, but as in embodiment of powerful energy. I have not fully determined this, but I suspect this is the remains of the infamous core of Exodus. When I have completed my studies and returned to the surface world, I must seek out the great lenses to the void and view the Book of Infinite Wisdom. There I will be able to confirm my suspicions.

... Another flash! Perhaps, were I to combine the lenses in an alternate manner, I could amplify the effects and bring other objects from the void into being. Then I could...



I expect that if thou art perusing these pages then I have already bade the island arise. I hope my guides and warnings are of use to thee. As I plan to be around for a long time, or at least expect my enchantments to, I request that thou dost locate my soon, for there is no doubt this journal will be lacking. At such a time, I will do my best to break from my studies and be civil enough to provide further assistance. Until then, gentle reader, I wish thee good will and good luck in finding and sharing this history with me.


Ultima VII

Forge of Virtue






You should see the screen shake upon running the game with Forge of Virtue installed. A party member will interject that Lord British may know the cause of the tremors. Solve the Trinsic murder, if necessary. Travel to Britain and speak with Lord British. He will tell you of the Isle of Fire, home of Exodus, and that he erected three Shrines to the Principles there, and that these shrines were only to be used by an Avatar. Get the equipment Lord British has put aside for you, if necessary. Lord British will also give you a ship, the Golden Ankh, which is anchored in Vesper. Travel to Vesper. Board the Golden Ankh and sail due south of Vesper until you run into mountains. Follow the shoreline until you can sail north between two peaks. You should come to a beach. This is the only place on the Isle of Fire that you may disembark. Do so, and go north into the ruined castle.





Go into the northwest corner of the castle. There you should meet Erethian, the blind mage. Talk to him. Nice guy, isn't he? Read every book and scroll in Erethian's room to learn about Exodus, the evil entity that once controlled this Isle, and the Dark Core that was the source of his power. Pick up the Scroll of Infinity (the scroll is a fun read if you are a programmer). Go into the northeast corner of the castle and examine the Dark Core ( a tall black cylinder). Examine the mirror, and talk to the demon Arcadian who is trapped inside. Agree to help Arcadian. Go into the north hall of the castle.




Talk to the center statue (it should look like a wise old man). Agree to take the statue's test. You will be teleported to a small room with two plaques on the west wall. Go south through the illusion wall. The passage will bend west and come out into a large room with a dead body in the center. Do not touch or walk over the body or you will be struck by lightning from the four corners of the room. Go west out of the room. In the hall you should find a hood on the floor. Stand on the hood and walk north through the illusion wall. The passage will bend east, then north and come out at a small room. Flip the switch to lower the door. Walk into the next room and pick up the real Talisman of Truth (black semi-circle with a blue ribbon). You will be teleported back to the main hall and your Intelligence and Magic stats will be raised to thirty each. The statue will tell you that the Psyche of Exodus is attempting to return to the Core.




Talk to the left statue (it should look like a beautiful woman). Return to Erethian's room and double-click on the east wall of the northeast corner. A secret door will open. Go through it and walk into the moongate. You will emerge in a small glade ringed by mountains. Pick up the bucket next to the well. Walk southwest to the hut. Go inside the hut and read all the books. To the west of the hut is a mine shaft that contains several powderkegs and a pick, none of which is necessary. Go east to the sandy part of the island. There you should meet Bollux, a sentient stone golem, and his brother Adjhar, who lies broken on the ground. Talk to Bollux and agree to help Adjhar. Bollux will give you the book The Stone of Castambre. Read it. A scroll (the Vas Flam Uus scroll) will fall out, make sure you pick it up right away. Go north of the sandy area to another mine shaft. As soon as you enter, turn east. At the first opportunity, turn south. You should emerge into a small open patch of ground. Pick up the pick lying there (and the backpack, if you need it) and step into the center of the patch. You will be teleported. Go south down the hallway, then west, then south. You will emerge at the Stone of Castambre (believe me, you can't miss it). Put the bucket on the ground next to the south face of the stone. Open your character sheet. Put the pick in your hand and double-click on it. The character sheet will disappear. Click on the tree growing out of the stone and the bucket should fill with blood. Pick up the bucket and return to the Golems. Use the bucket of blood on each of the five stones surrounding Adjhar. Read the Vas Flam Uus scroll. A party member will interject that a "heart" stone is still needed. Bollux will pull his own out, drop it on Adjhar's body, and fall over dead. Open Adjhar's inventory (double-click on him). Put the stone into his inventory. Read the Vas Flam Uus scroll (make sure none of your party members are standing on the rocks). Lightning will strike the five rocks, and they will catch on fire. Adjhar will return to life. Talk to Adjhar and tell him what happened (say "sacrifice"). Adjhar will ask you for the book The Stone of Castambre. Give it to him. He will then tell you that Bollux' sacrifice, though extremely noble, was unnecessary. He will send you back to the stone to collect a heart for Bollux, as well as more blood. Return to the Stone and place the bucket as before. Put the pick in your hand and double-click on it as before. Click on the stone to cut a new heart. Double-click on the pick again and click on the tree to collect more blood. You will see the tree die. Return to the sandy area and perform the ritual again, putting the heart into Bollux' inventory and the blood on the rocks. Read the scroll. Bollux should return to life. Talk to Adjhar. He will thank you. Ask him about the Talisman of Love and he will give it to you. It's a black semi-circle with a yellow ribbon. When you have it you will be teleported back to the Isle of Fire. The statue will congratulate you and raise your Dexterity and Combat stats to thirty, and then tell you that Exodus will soon threaten Britannia again.




Talk to the right statue (it should look like a fierce warrior in a greathelm). Return to the room with the Dark Core in it, go through the passage to the northwest, and go through the moongate. Go south out of the room you appear in. Pick the first gate you come to (there is no key to it). Go south, the passage will turn east, and you will come into a grotesque room full of skeletons and headlesses. In the center is a mage that is about to summon a liche. Let him summon it, then kill him and everything else in the room except the liche. It can't get to you, and you don't want to mess with it anyway. Open the mage's inventory and get his key (he WILL NOT have the key on him if he didn't summon the liche). The key opens the gate to the east, which is guarded by two stone golems. Fight them, or run through the gate and lock it behind you. The passage will turn north, and then come to a four-way passage. You will notice that the west passage is blocked by two stone walls. Go north. The passage will turn west. Kill the dread spiders and flip the lever at the end of the passage. Return to the four-way junction. Go east. The passage will turn north. Kill the giant scorpions and flip the lever at the end of the passage. Return to the four-way junction. The west passage is now clear. Go west. This is a good place to save your game. The passage will turn north. There will be two side passages, a lower one to the west and a higher one to the east, and a door at the end, which happens to be locked. Go into the west passage. The passage will turn north, a door will drop as you approach, and you will walk into a room with a crystal ball. Look into the crystal ball and note where you see the glass sword. Return to the north hallway. Go into the east passage. Did I forget to mention that this is a dragon's lair? Run past the dragon, open the chest and get the glass sword. Do NOT use the glass sword on the dragon unless you have another one! Return to the west passage and put the glass sword on the floor just where you saw it in the crystal ball. The crystal ball will turn into a key. Use the key on the door at the north end of the hall. If you did not kill the dragon, use the key to lock the door behind you. Go north, then east through the doorway. Go north in the inner hall and you should come to a small room with a magic helm on a pedestal. Get it, then head south. Kill or evade the stone golem and follow the passage as it turns east. Double doors will drop as you approach, and you will have to deal with another golem. Once past the doors, go south. The passage will turn east, and you should run into slimes, gremlins, and rats. As the passage turns north again, you should run into a gazer. Kill it, then go through the doorway to the west. Go north from the doorway to another small room, this time with a normal helm on a pedestal. Get the normal helm, and leave the magic helm on the pedestal. Return to where you got the magic helm and put the normal helm on the pedestal. You should hear grinding noises. Go south, then west through the doorway. Go north and you should run into a family of trolls with their cyclops buddy. Let them have it, then head east. You should see where the doors were that you dropped by swapping the helms. Go north through the doorway. Did I fail to mention that you just stepped into another dragon's lair? I've GOT to start remembering to tell you these things. Talk to the dragon Dracothraxus, and he will tell you that you cannot kill him, for he has been made immortal by the Keeper of the Test of Courage. Defeat Dracothraxus in combat; do NOT use any magic on him. A glass sword is your best bet. Once you've done it, he will tell you that you have merely bested, not truly defeated him, and that you will not pass the test until you find a way to kill him. He will offer you a present for besting him. Accept it. Go back the way you came into the dungeon, and leave through the moongate in the first room.




Talk to Erethian about Dracothraxus. In the course of the conversation, he will mention that one of his hobbies was attempting to create a powerful sword made of pure blackrock. He will not mention this sword if you defeated Dracothraxus with magic. Agree to continue his work. He will teleport both of you into the center of the south hall, and, after a few mishaps, create blacksmith tools for you to use to forge the sword. Use the bucket on the well and then on the trough three times to fill the trough. Put the hammer in your hand. Place the sword blank for the black sword (it should be a mottled gray all down its length) on the center of the forge, and use the bellows continuously until the center of the sword is almost white. Quickly move the sword to the anvil and use the hammer on it. Continue heating the sword on the forge and then hammering it on the anvil until the Avatar remarks that the blade is as well-worked as it can be, but that it is still too heavy to be used as a melee weapon. Use the blade on the water trough to cool it. It should now be an even gray, fading into black at the hilt. Talk to Erethian again, and he will tell you that a powerful magic force could make the blade into a workable weapon. Mention the gem you got from Dracothraxus and he will tell you that it is a portable demon prison, and that using the power of Arcadian might indeed fix the weapon. Return to Arcadian's mirror and talk to him. He will see the gem and beg you to free him. Put the gem in your hand and use it on the mirror. Arcadian will be freed, and begin to gloat that he will soon kill Lord British and rule Britannia. Then the gem will trap him. Hold the gem in one hand and the sword in the other. Talk to the gem and say "bind". Arcadian will bind the gem to the sword and the Black Sword will be created. Return to the Courage dungeon and go back to Dracothraxus' lair. Talk to the Sword and say "powers" and "death". Click on Dracothraxus. After a short conversation Dracothraxus will die. Walk north through the now-open door. Ignore the golems and take the Talisman of Courage (black semi-circle with a red ribbon). You will be teleported out of the dungeon and the statue will raise your Strength and Hitpoint stats to thirty each. The statue will then tell you of the need for the Talisman of Infinity.




Talk to Erethian about the Talisman of Infinity. He will tell you what he knows and that more information can be found in the Scroll of Infinity. Give him the scroll. He will begin to tell you what it says, then stop when he sees what the Talisman will be used for. He won't talk to you again. Fortunately, Arcadian knows a little more about how to make the Talisman, including the fact that it requires the two lenses used to view the Codex. Return to Britain by ship or with the moonstone. The lenses should be in the Royal museum, just south of the Conservatory. Take them. Return to the Isle of Fire by boat or by using the Black Sword's "Return" power. Go to the Dark Core room. Place the three Talismans that you have on the Dark Core so that they make a three-quarter circle with the missing quarter at the top. Place the lenses on the right and left side so that they are one space sway from the core. The best way to do this is to place them right next to the Core, then move them one space away. If everything is in place, the Talisman of Infinity will appear automatically. It should be silver with a white ribbon. Before you can pick it up, Erethian will teleport in. He will attempt to destroy the Talisman of Infinity, miscast his spell badly, and end up destroying the Dark Core, all four Talismans, and himself.




Return to Britain and speak with Lord British. He will tell you that Exodus has fully passed from the world, and reward you by raising your Strength and Hitpoints to sixty each. The Forge of Virtue is now complete.




1. In the Test of Love, there is a hidden lever just above the Stone of Castambre. Keep clicking just above the stone until you see the Avatar walk over and bend down. Go north into the hall, then east. There should be a new south passage. Walk into it to find a Death Scythe, a Firedoom Staff, and a dead body with nine Glass Swords on it. These are invaluable in the Courage Dungeon.


2. In the mage's room in the Courage Dungeon, one body in the southeast corner has Magic Armor and a Magic Gorget on it. A body in the southwest corner has Magic Gauntlets. The door just north of the dragon's lair has a barrel behind it with food in it.


3. The spell Erethian attempts to use to destroy the Talisman of Infinity translates as "Great Negation of Magic Matter". A common name for it would probably be Destroy Artifact.


4. The Black Sword is the first weapon in the Ultima series that is intentionally capable of killing Lord British. You should try it once, just to read Lord British's will.


5. The Black Sword's full powers:



Its drawbacks:


It must be charged by killing, so the sword forces you to kill even when you don't really have to. Its Death power has a limited range, which means you have to get very close to a very powerful monster to use it.