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Читы для Ultima 5: Warriors of Destiny

Чит-файл для Ultima 5: Warriors of Destiny

Ultima 5:
Warriors of Destiny

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Origin Systems
Издатель:Origin Systems

Даты выхода игры

вышла в 1988 г.

Solution [ENG]

Информация актуальна для

The cluster of locations around Britanny Bay is probably the best place to
start. Talk to everyone you meet for clues. Go out at night for
monster-hunting, but not far from the towns - retreat to a town if you're in
danger of getting killed. Look for Mantras and Words of Power. When your group
attains third or fourth level, explore dungeons for loot. Buy ships, get a
grapple, sextant, Black Badge, Spy-Glass, lots of Skull Keys and the Magic
Carpet. Stock up on Mandrake Root, Nightshade and other reagents. Use the
Black Badge and get the Crown and Word Of Power from the prisoner.

While seeking one of the Shards, get the Mystic Armour. Get all the Shards and
names of the Shadowlords. Learn what to do with the Shards. Destroy the
Shadowlords and find their Keep. Get the Sceptre and Amulet. Complete all the
Shrine Quests if you haven't already. Get the Sandalwood Box and stock up on
supplies. Rescue Lord British.


The keys to character development lie in the Shrines and in living up to the
virtues. Don't take food or crops, kill innocent people or do other
'unAvatarish' acts that will cost you points in a related Virtue and inhibit
some characters from giving you clues. To boost Compassion, give one piece of
gold to Beggars. Never lie or boast (say no when asked if you're proud of
something, unless asked if you are the most humble). To boost Karma, complete
a Shrine Quest, then return to that Shrine and give gold. People who will join
the party are mentioned in the "TOWNES, CASTLES &  KEEPS" section and in the
TABLES. Release prisoners in Blackthorn or Yew.


Slings and Bows will serve you well until you get Magic Axes. You can equip
with more than one weapon, such as a Magic Axe and a Short Sword. A Bow is
good until you get a Magic Axe. Don't forget you can fire missile weapons
diagonally this time. Use them until the enemy is within arm's reach. Step
back as the enemy approaches, and they'll move into better positions for you
to hit them. Line your team up in a pair of columns, keeping missile weapons
and Mages in the back.


You will be able to reach most places by foot, horse or Magic Carpet. The In
Por spell and the Grapple are essential for travelling, especially when
seeking the Shards. The exceptions will require a ship or travel by Moongates.
Avoid entering a location when Shadowlords are present. (You will get an
audible warning; also, the trees will be bare of foiliage and the inhabitants
will be reluctant to converse with you. By using a telescope at night, you can
see the location of the Shadowlords). Some locations have locked doors or
moats preventing entry during the night. You may have to wait until daylight,
cross moats on the Magic Carpet, or find secret entrances. Inhabitants follow
certain routines and will sleep, open or close shops, have lunch and so on
only during certain hours. Generally it is best to "hole up" outside until
morning. This also gives you an opportunity to revitalize spell points, heal
and sometimes be visited by Lord British, who may reward you or caution you to
follow a certain path to meet your goals.

Barkeeps will give you useful clues for a price. If short of cash, save the
game before you bribe a Barkeep; get the information, then restore game. This
may not seem 'Avatarish', but in the early stages of the adventure you must be
prudent at times! Secret doors are marked with white dots in the walls, but
these are sometimes hard to see. A ship is needed to reach some places;
consult the map before setting out for a new location to see if this is the


This castle has five levels: four above ground and one below. Like most
locations, it can be plotted on a 32 x 32 grid. On the Ground Level (near the
stable), talk to Treanna. You may find items by searching the level below,
where you will find an Armoury and items to be picked up by searching (but
DON'T fight any Guards here!). And don't take anything from the locked room
down there, since it belongs to Lord British. On one level above you may find
an "orb" with which you may view the floor the way you would with a gem.

On the second level above you will find Lord British's quarters (use a Skull
Key to enter, or blow the door off with a cannon). Here lies the Magic Carpet
at the entrance and a secret door that opens if you play the harpsichord. The
secret door permits you to obtain the Sandalwood Box. (DO NOT SAVE THE GAME
HERE!!). You may also meet Saduj, who may offer to join you. (DON'T let him -
he may cause you to lose the Sandalwood Box). In this room you can also go
through the fireplace to a secret place. Going through fireplaces costs you
hit points so be sure you can take a few hits coming and going. The stairway
in Lord British's quarters leads to an Observatory with a telescope. Don't go
to the roof unless you have Skull Keys.


The Towne of Compassion has an Inn and an Armoury. There are sleeping
quarters, terrace and a balcony on the upper floors. Talk to Anon, Greyson,
Terrance and Guenno.


Here there is a Healer and a Shipwright. Plans for the HMS Cape, which permit
faster sailing aboard frigates, are in one of the drawers in the Shipwright's


There is an Inn, a Stable and a small garden. A little north of the entrance
is a tree stump with three gems. Talk to Joshua and Leof.


Here you will find two gardens, a Tavern and a Graveyard. The gravestones have
humorous epitaphs if you have the patience to decipher them. Some graves yield
corpses and loot if searched.


Located on an island west of the southern tip of the Isle of the Avatar, the
palace is surrounded by a moat. You must be equipped with the Magic Carpet to
avoid some of the trap doors inside. Hug the walls when going through the
palace, because the traps are normally centered away from the walls. If
captured by guards you will be taken to Blackthorn, asked to reveal the Mantra
of a Shrine and whether you do or don't, the second man in your party will be
tortured and killed. It is best to avoid detection. There are three levels
above and a basement level from the ground floor. On the top level in the
centre of the grid you will find the Crown of Lord British. When worn, it
protects you from magic spells. You can avoid being captured by knowing the
password and wearing the Black Badge. If captured after obtaining the Crown,
you can escape in the following manner: In the dead of night, go to the down
ladder at the northern central part of the Top Level. Go down to the bedroom
and south to the wall and search for the secret door. Take the down ladder on
the other side of the door, then search north for another secret door. Take
the down ladder on the other side of the door and you will be on the Main
Level. Go directly north through the triple doors, and the Magic Carpet will
get you over the stream.


On the Upper Level, you will meet Dupre and Sentri, a pair of Fighters you
should chat up. Talk to Sir Simon and Tessa for valuable information; an
Armoury is available.


This location has a Guild, Armoury, an Inn, a Tavern and a Shipwright. Talk to
Scally. You meet Geoffrey, an old friend who wants to join you. Sven gives a
clue on where to obtain a glass sword. (It's a powerful weapon but
disintegrates when used, so it may not be worth searching for). You can get
information on a grapple for a drink for a woman.


Cove is southeast of Locklake and may be reached from there. You may purchase
reagents and obtain healing here. Speak to the Sisters of Virtue about Tibse.
Ambrose (around midnight at the Healers) will speak to you of the Mystic Arms.


Talk to Sin'Vraal for the name of a Shadowlord.


There are three levels: the first has a Healer, the second a balcony with the
Flame of Love. Toshi, a student will offer to join you. Talk to Tim. Converse
with Lord Michael (and say 'grapple'). Cory will give free food if you ask for
'squid' or 'shark'. Julia offers to join you. The third level is just a walk
around the perimeter where you may find Tim at times.


In Farthing you may learn a spell from Temme and get a spyglass from Lord
Seggallion if you answer "VIRTUE". Talk to Quintin.


This is the lighthouse on the island just south of Brittain. Jotham will speak
of the Underworld.


This lighthouse is on a peninsula South of Trinsic. Here you will find Sir
Arbuthnot, the royal coinmaker. David the Keeper will provide you with a
sextant when you ask about it. Talk to Lord Kenneth, who will teach you to
play the harpsichord. Be sure to search, for you will find five gems, 50GP and
a blue potion.


Just a small hut and a graveyard occupy this small island. At 9:00am, a young
mage, Sutek, arises and reveals the secret of destroying the Shadowlords.
Check out the small graveyard for messages.


There are two levels, the second consisting mainly of sleeping quarters. The
first level has an Inn, a Tavern, an Armoury and a Shipwright. You may obtain
a magic axe outside the walls to the East, but must first find the secret door
in the Northeast section on the main level. Talk to Thorne and the bewildered
Mage who speaks and responds to "backward" words. (Ask for a "Word of Power",
but spell it backwards - "Drow of Rewop", then say "Dratsed"). Searching will
net you food, torches and a scroll.


This Keep houses the Flame of Truth and has three levels. On the first level
is a stable. She also tells how to find a Shrine. On the second level, talk to
Mariah in the Healer's Room during the day. There is a Library and a Tavern.
Talk to Lady Janell, Rollo and Lord Shalineth. The third level has a Healer
and the Flame of Truth. Sir Sean will explain how to get to Stonegate, the
fortress of the Shadowlords. Search for items.


Some buildings on Minoc have second levels with sleeping quarters and items if
you search for them. The ground level has a Healer (who does not charge for
her services), a Shipwright and an Armoury. Follow Shenstone at noon. He leads
you to a place where you can find keys. Rew reveals a Mantra and more useful
information. Talk to Tactus, Fenelon and Fiona.


The towne of Honesty has second levels where you can search for items, plus a
telescope. The ground level has many items, an orb for viewing, and a shop
selling reagents. You may also purchase rations here. Talk to the man in the
tower. Malifora knows a Word of Power and a Mantra.


Ron Wartow has a Mantra. Katrina will offer to join you. Talk to Kaiko.


The gates to Paws are closed at night. You will find a Guild, Inn and Tavern.
Glinkie tells how to find a Shrine. Talk to Bandaii (if you know where to find
the talking horse). Stables hold a clue to the wishing wells.


The gates open at 5:00am at this Bastion of Courage. Here you will find the
Flame of Courage. An upper level has a large dining room. Kristi the cook will
sell you five Skull Keys. Talk to Lord Malone, Monsieur Loubet and Gardner.
Maxwell, a sleek Fighter, offers to join. A sub-level in Serpent's Hold
contains the Flame of Courage. If you fall down a trap-door and appear to be
closed in, search for secret doors.


The towne of Spirituality has a drawbridge that is raised at midnight. Here
you will find an Inn, a Healer and a Shop selling reagents. Kindor reveals a
Mantra. Talk to Saul about Mandrake and Nightshade. A wizard on the upper
floor of the centre building (after you defeat the bats) will answer to the
word "OPPRESSION". If you provide him with a name he will send you to Windmere
to see Elistaria and give you the password. Find and talk to the child in
town, son of a prisoner in Yew.


See the paragraph on the SHADOWLORDS &  THE SCEPTRE.


A lighthouse located Southwest of Minoc, this has three levels and two
inhabitants. Information is scarce, but try anyway.


On the upper level you will find sleepwalkers. Sindar gives a Word of Power.
There is a Stable, a Healer and an Armoury.


A three-level lighthouse off the West coast of Verity Isle, this may not yield
any information.


Elistaria, in response to "IMPERA", gives you a badge that, if worn, helps you
in Blackthorn's Palace. She also says Thrud will provide you with jewelled
weapons for the resistance password.


The towne of Justice closes it's gates at night. Search the cemetery graves
for items. There is a Tavern, an Armoury and a Reagent shop on the ground
level and quarters on the lower level. Janna will offer to join you. Ask
Landon about the Crown. To reach the lower level, go through one of the
fireplaces. Chamfort will tell you of resistance and a Mantra. If jailed, you
will be taken to the cells behind Judge Dryden's office and should talk with
Jerome. In another cell you will meet Felespar. Give him the password of the
resistance, and he'll give you a Word of Power. Ask Judge Dryden of the
oppression. Tell him Tactus of Minoc sent you. Tell Greymarch that Froed is
well, and he tells of the Sceptre.


You may be able to defeat the Shadowlords in battle, but they will return
unless you get rid of them permanently. To accomplish this you must first
learn their names, obtain the Shards of Cowardice, Falsehood and Hatred from
the Underworld, and finally destroy them at the Flames of Courage, Truth and
Love. At the flames you must yell their names and, when they stand in the
flames, use the Shards to destroy them. The Lords of the three locations of
the Flames will reveal to you the names of the Shadowlords. Use each Shard in
the Flame of the opposite alignment. The Shadowlord must be standing on or in
the Flame, positioned so he's due North of your character and his icon is
covering the Flame's icon.


Do not attempt to acquire the Sceptre until you have eliminated the
Shadowlords. Stonegate, the Shadowlord's fortress, is located at EK JE. Just
North of the Sceptre is a trap-door that leads to certain death; equip the
Magic Carpet before entering. A leather-winged abomination guards the
entrance. The answer to his riddle is "WELL" but even if you answer correctly,
he will still attack you.


The Shards are located in the Underworld, which may be reached by dungeons. Be
equipped with the Magic Carpet. The Shard of Hatred is reached by either
dungeon Wrong or Covetous. Falsehood is reached from Deceit, and Cowardice
from Hythloth. The In Por spell (Blink) and the Grapple are needed for this


To descend in Wrong: Yell the Word of Power at the entrance. At the exit, head
South into a room. Kill off monsters, then descend to Level 2 via the ladder
in the middle of the room. Move South SIX times, then West FIVE times to the
ladder leading Down. (Watch out for the pit trap and force field).

Descend to Level 4, then go South SIX times and take the ladder Down to Level
5, where you may heal at the fountain by going through a secret door North of
you, then go West ONCE and North TWICE.

The other fountain, TWO spaces East, is poisonous! From where you entered
Level 5, head South TWICE then follow along either East or West until you
reach a chance to go Down, making sure to destroy electric fields in your way
(use An Grav spell or the Sceptre), then descend to Level 6.

Wear the crown (to ward off Wisps as you enter Level 8). On Level 6 move East
(or West) TWICE, then North TWICE and descend to Level 8. On Level 8 move
North TWICE, East ONCE, then face North to reveal a secret door. Go through
the secret door and West THREE spaces to a healing fountain. Going East all
the way, then South all the way will bring you to the exit to the Underworld.
Be prepared for battles, electric fields and bomb traps.

In the Underworld, go South on the path to the fork, then go East on it for a
short while before heading South again. At the next fork, move South. At the
next fork, go West and look for a gap in the High Mountains to your East. Find
it and begin climbing East, following the path of low mountains between the
High peaks. View the gem and you'll see a glen in the middle of some
mountains; this is the Shard. Keep climbing until you reach it.


To descend in Deceit: At the entrance yell the Word of Power. From the exit of
the dungeon, go North through a secret door to the ladder leading Down, then
descend to find a healing fountain (you'll neeed it after battling the Daemons
on the next level). Go due South down a hallway and take the ladder Down to
Level 3.

You're now in a room filled with Daemons, where a force field blocks the
middle of the room (dispell it). Take the ladder Down at the other end of the
room to Level 4. Climb Down again to Level 5. Go West THREE times from the
ladder, then due South and take the ladder Down to Level 6. Go West ONCE and
search for the pit trap (in the middle of an intersection). Find it, step on
the spot where it is and go North to take the ladder Down to Level 7.

Go West into the room and exit it to the North. Go North to the wall, East
ONCE, North TWICE to a ladder Down to Level 8. Go South FOUR times from the
ladder to the intersection, move East TWICE, then face South. Go South through
two rooms (behind some pillars in here are some Dragons, which can be killed -
but you can't get their treasure; also watch for a trip that releases some

Now enter the next room South to the room with 5 Black Squares in a wall (in
the middle of the room) and a ladder Down on the other side. Take a Torch in
the upper right-hand corner, walk into the space formerly occupied by the
torch and push on the East wall there. (On the way out, however, push the WEST
wall in the LOWER LEFT-HAND CORNER!). This allows you to access the first
block, where you'll defeat a monster. Push on the West wall there to open a
block to the East. Defeat the monster, enter the block he occupied and push
the East wall. That opens a wall to your West, where you enter another block
with a monster. Kill him, enter his space and push the West wall. That exposes
the block furthest to the East and releases the Dragon. (Try to use
Morningstars or spells on him before you release him).

Go all the way Down to the space he occupied and push the East wall. That
releases the other Dragon. Kill him, then go East ONCE from the space he
occupied and push the South wall to open a wall so you can access the ladder
Down on the other side (but on the way out, push NORTH, not SOUTH!). Take the
ladder to the Underworld. (On the way back out, push on the WEST wall in the
LOWER LEFT-HAND corner to open the wall. Then follow the previous directions,
except in the previously noted exceptions).

In the Underworld: You begin at (5) on the provided map). Go Southwest over
lots of mountaintops until you reach some large caves. Then head Southwest to
a major intersection, where you turn Northwest and go Northeast at the branch.
Go North a long way, until the path switches West, through some rocky hills to
the Southwest and finally you will come to a lake. Look for the river that
flows South. Jump on the Carpet and take a ride down the rapids to find the
Shard on a small island.

To descend in Hythloth: From the exit, descend to Level 7. On Level 7, move
South TWICE (through a secret door), West ONCE and UP to Level 6. On Level 6
move West TWICE and Down to Level 7. On Level 7 move South TWICE, East ONCE,
South TWICE, then East FOUR TIMES through a secret door. On Level 8 move West
THREE TIMES to the Underworld exit. (Mystic Arms are found near the Underworld
Exit in Hythloth).

In the Underworld: Carry lots of gems. Go to a clearing due South (as far as
you can go on foot). "BLINK" into the clearing to the West, then go Northwest
as far as you can walk and view a gem. "BLINK" into the clearing to the North.
Then go North and "BLINK" over more mountains. Move West and "BLINK" across
more mountains. Go North and "BLINK" again. Head Northwest to the clearing,
where you'll find the Shard.


The Amulet is located in the Underworld (go through the dungeon Destard, then
Southwest, using the Magic Carpet to avoid the poisonous area), among the
Graves of Valiant Warriors (near OE GJ). (See Underworld Map).

To Descend Dungeon Destard:

You don't HAVE to enter through the dungeon: just follow the journal of Lord
British's last trip in the manual. But you should exit through the dungeon by
reversing these directions.

Yell the Word of Power.

From Level 1, head: S - S - E - E - E - E - S - S - E - E - E - E - S - S then
descend to Level 2.

From Level 2, head: S - S - E - E - E - E - S - S - E - E then descend
(through Level 3) to Level 4.

On Level 4, head: N - N into a room and fight off the monsters. Then take the
grate down to Level 5.

On Level 5, head: S - S - E - E then descend to Level 7.

On Level 7, head: N then E into a room and exit N - N - W - N - N into a room,
then descend through the grate to Level 8 (after a battle!).

On Level 8, you may DES POR to The Underworld or travel to the exit. Either
way, you will have to fight your way through two rooms when you re-enter the
Dungeon. The exit to the Underworld (from the ladder) is: S - S - S - S - S -
S - W - W - S - S - W - W - S - S - S to a room entrance and enter. (Demons
and Wisps are in here).

When exiting from this room, take North, East or West exit if going to the
surface. If headed for the Underworld, go South, use any weapon and hit the
torch in the middle to open the South exit and turn that half of the room into
a lava field. (You'll need a high-level party to survive this and the next
room). Then exit South and move South to the ladder to the Underworld.


Here you will finally meet rescue Lord British. The dungeon is located at the
exact centre of the Underworld and is reached by descending through Dungeon
Shame. Use the Amulet to get through the dark area to Doom. You must have the
Crown, Sceptre, Amulet and Word of Power for Doom. You also need the
Sandalwood Box.

To Descend Dungeon Shame:

Yell the Word of Power. At first you appear to be locked in, but by attacking
rocks on the Southern edge of the level with magic axes, you'll eventually
reveal a Southern exit.

Go through the exit and take the first corridor on your left. Follow it around
to the descent to Level 7. A sign will inform you that this is the "deepest"

On Level 7, go: S - S - S - S then descend to Level 8.

On Level 8, go: W then DES POR to the Underworld. The exit, if you care to
find it, is (from your entrance on Level 8): W - W - S - W - S - S - E - E - E
through a secret door.

To find Doom, travel East as far as you can go, then "BLINK" to the Grassy
Plain. Cross the water on the Magic Carpet.

You must have already killed all the Shadowlords before entering Doom. Also
required are the Crown, Sceptre and Sandalwood Box. UP and DOWN Spells cannot
be cast here, so you can only exit by saving Lord British or by being killed.
Rings of Invisibility don't work well here. It helps to wear the Crown.


LEVEL ONE Exit the room at (a) by walking up to the edge of the West wall and
using the Sceptre, which clears out the walls. Follow the hall to the ladder
down at (b).

LEVEL TWO From (c), walk to (d) and take the ladder down.

LEVEL THREE From (e), go due East through the secret door and East to the room
at (f), where you can go down.

LEVEL FOUR You emerge from level Three at (g), but continue down the ladder to
level Five.

LEVEL FIVE AND FOUR You emerge at (h) and go East, then climb up the pit at
(i). You'll be at the top of the '+' sign-shaped area (j) on Level Four. Go
South and search for the pit (k). Climb down the pit, and you'll be in the
East/West corridor on Level Five.

     If you look at a gem, this area looks like a giant grid, with endless
hallways in each direction. Right now you are in between intersections.
(You're about to get bounced around between levels a few times here). There
are pits going up at the intersection in this area. Go east to the first
intersection, turn North and take the first pit that goes up between
intersections (this is NOT shown on the maps). You should come out at (m) on
Level Four.

     Search for the pit at (l) in the area's Southwest corner, which takes you
to a ladder that goes down through Level Five and drops you off at (n) on
Level Six.

LEVEL SIX Go West from (n) to the room at the junction, then move North to the
ladder and go down.

LEVEL SEVEN From (o), go North to the room in the middle of the hall. Don't
just pass through. You must slay all monsters in the room. A Fear Spell -
followed by a Tremor or something like that - does wonders here. Be SURE to
wear the Crown here. After wiping out the fiends, collect all their stuff.
From a sandtrap in the centre of the room, you'll find a chest. Open it, take
out everything, and a ladder appears under the chest. Go down this ladder. (If
you've taken extensive damage, leave the room and heal first).

LEVEL EIGHT You emerge in a room (p) divided by a river. Kill off the Dragons
and Sea Serpents (a Fear Spell works well here, too). To cross the river, you
must activate a trip mechanism in the upper left corner of the room. Use a
magic axe, spears or a throwing axe and hit the wall in that section. It's
left of the two waterfalls. When you hit it, the bridge is lowered so you can
cross the river. This also releases some monsters, but you can just race
across the bridge if you don't want to fight it out. Go West and climb the
ladder to (q) on Level Seven.

LEVEL SEVEN In the room at (q), you want to go South but there is no exit. So
wipe out the monsters and push on the wall near the grate to activate the
trip, which exposes a section of wall to the North. From where the grate is,
go to the section of wall just revealed and push on it, which opens an exit to
the South. After going South, search for a trap at the end of the hallway.
This pit trap takes you down to (r) on Level Eight.

LEVEL EIGHT Go West from (r) and climb up the ladder to (s) on Level Seven.

LEVEL SEVEN From (s), go West and South, searching for the pit trap on the
corner. Go around this one, search again and take the next pit trap (t) down
to (u) on Level Eight. (Be sure you're wearing the Crown before going down the

LEVEL EIGHT On the island (u), first wipe out all the monsters. Choose one
character to go to the Northern section of the room, which appears to contain
an exit. After the exit seals itself off, someone should push around on the
little niche up in the walls of the room's Northeast corner. There's a trip
that opens an exit to the East. Go East to (v) and climb up the ladder to (w)
on Level Seven.

LEVEL SEVEN In (w) is a giant brazier. Do not hit or push the brazier (unless
you enjoy being engulfed in hot lava!). To deal with the Daemons on the other
side of the barrier, use the Sceptre to chew it away. (If you're wearing the
Crown, the Daemons can't harm you). Then walk through and bash the monsters.
(Or you can stand near the wall and attack them with a Morningstar, though
this would take a long time). Exit to the East, but search before you get to
the end of the hallway to avoid falling into a trap. After searching, you can
go down the pit to (x) on Level Eight.

LEVEL EIGHT: FREE AT LAST! This room (x) has no exits. Walk up to the mirror.
(Hopefully you brought the Sandalwood Box!).


Lord British's Castle - Saduj (don't let him join!)
Brittain -------------- Guenno
Bordermarch ----------- Dupre and Sentri
Buccaneer's Den ------- Geoffrey
Empath Abbey ---------- Julia and Toshi
Lycaeum --------------- Mariah
New Magencia ---------- Katrina
Serpent's Hold -------- Maxwell
Yew ------------------- Jana
Ararat ---------------- Captain John


Name --- Location - Words of Power

Covetous | BL JM | AVIDUS
Deceit - | EJ PA | FALLAX
Destard- | KI EI | INOPIA
Despise- | ED FL | VILIS
Wrong -- | BE HO | MALUL
Hythloth | PA OP | IGNAVUS
Shame -- | GG DK | INFAMA
Doom --- | HA HA | VERAMOCOR


Falsehood - FAULINEI
Cowardice - NOSFENTOR
Hatred ---- ASTAROTH

LOCATIONS OF SHARDS (in the Underworld)

Falsehood - FA MA
Cowardice - LA LI
Hatred ---- EB IC


Truth --- LYCAEUM


Spyglass -------------- Farthing (Lord Segallion)
Badge ----------------- Windemere (Elistaria)
Jewelled Sword/Shield - Windemere (Thrud)
Magic Carpet ---------- Lord British's Chambers
Sin'Vraal's Hut ------- DA, MJ
Sandalwood Box -------- Lord British's Chambers (behind secret door, after
playing harpsichord)
Talking Horse --------- Iola's barn (NA LA)
HMS Cape plans -------- East Brittany
Stonegate ------------- EK JE
Blackthorn's Castle --- Isle of Avatar, southern tip
Harp lessons ---------- Greyhaven (Lord Kenneth)
Crown ----------------- Lord British's castle, top level
Sutek ----------------- Marshe Island in middle of ocean
Grapple --------------- Empath Abbey (Lord Michael)
Sextant --------------- Greyhaven (David)
Sceptre --------------- Stonegate
Skull Keys ------------ Serpent's Hold (Kristi), Minoc (can get 5 a day from NW
Nightshade ------------ JF CO (Midnight only)
Mandrake Root --------- DG LG (Midnight only)
Glass Sword ----------- FA EA
Amulet ---------------- OE GD (Underworld)
Mystic Arms ----------- OL NF (Underworld: from Hythloth in lava, North across
Ararat (Ark)* --------- CJ CC (Underworld)

* Ararat is the only place in the Underworld that has an occupant. The person
there will join you and is useful because he casts fairly high level spells.


Resistance - DAWN
Oppression - IMPERA


You must visit a Shrine, then the Codex, then the Shrine again, in order to be
rewarded with an increase in attributes. After visiting all Shrines, you will
be given an important clue (the Word of Power for the Dungeon Doom). The
waterfall at IK DG will take you to the Underworld if you are on the Magic


Honesty ---- | EJ OJ | ahm
Compassion - | FM IA | mu
Valor ------ | OF CE | ra
Justice ---- | AL EJ | beh
Sacrifice -- | CN MN | bah
Honor ------ | MP FB | summ
Spirituality | BD KF | om
Humility --- | NI OH | lum


Yellow - Heal
Green -- Poison yourself (Immunity to death, but rarely works)
Orange - Sleep yourself
White -- X-Ray vision
Black -- Invisibility
Blue --- Awaken yourself
Purple - Turns you into a rat
Red ---- Tures poison


In Xen Mani - Creates food
Rel Xen Bet - Changes into a rat
An Ylem ----- Vanish


When a Moongate disappears, you can search and find a Moonstone. these may be
carried, and when used at any (grassy) location, will establish that Moongate
at that spot. It is advisable to take one or more of the Moonstones from gates
that are not absolutely necessary, because you can travel to the location by
other means. For instance, it would not be wise to remove the Moonstone from
New Magencia. Good candidates are the stones near Brittany Bay, Yew or
Trinsic, because these locations are easy to get to by Magic Carpet.


Gate - Vicinity -- Activation --- Lat./Long. - 1st - 2nd - 3rd

1 | Moonglow --- | New Moon ------ | IF/OA | - 1 -- | 2 | 3
2 | Britain ---- | Crescent Waxing | GG/GA | - 4 -- | 5 | 6
3 | Jhelom ----- | 1st Quarter --- | OA/CG | - 7 -- | 8 | 1
4 | Yew -------- | Gibbous Waxing- | CF/DC | - 2 -- | 3 | 4
5 | Minoc ------ | Full Moon ----- | BD/KG | Shrine | 6 | 7
6 | Trinsic ---- | Gibbous Waning- | MC/GI | - 8 -- | 1 | 2
7 | Skara Brae - | Last Quarter -- | HO/BH | - 3 -- | 4 | 5
8 | New Magencia | Crescent Waning | KH/LL | - 6 -- | 7 | 8

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