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Читы для Ultima 9: Ascension

Чит-файл для Ultima 9: Ascension

Ultima 9:
Ascension

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Origin Systems
Издатель:Electronic Arts
Модель распространения:розничная продажа
ISO статус:релиз состоялся 22 ноября 1999 года
Жанры:RPG / 3D / 3rd Person
Похожие игры:Gothic, Ultima 8: Pagan
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1999 г.

FAQ [ENG]

Информация актуальна для
:--------:
:                                                     :
:            Personal traveling journal               :
:                                                     :
:             by I.Hoffmann aka Soriac                :
:            Version 1.0.10 (25.04.2000)              :
:                                                     :
:      to contact me: ihoff@rz.tu-ilmenau.de          :
:            this text can be found at:               :
:  http://www.rz.tu-ilmenau.de/~ihoff/ultima.html     :
:                                                     :
+--------+


  +-----------------------------------+
  : Table of contents                 :
  : *****************                 :
  :                                   :
  :   0. Some forewords               :
  :   1. The virtues and my stats     :
  :   2. Shrines, mantras and sigils  :
  :   3. Potions                      :
  :   4. Trainers                     :
  :   5. frequently asked questions   :
  :   6. Walkthrough                  :
  :   7. Easter Eggs                  :
  :   8. Vendors                      :
  :   9. Spells                       :
  :  10. Special weapons and items    :
  :  11. Cheating                     :
  :  12. Credits and Thanks           :
  +-----------------------------------+


=================================================
  0 Some forewords
=================================================

 Most parts of this text were written using the Ultima:Ascension Patch
 version 1.07. It was tested with version 1.18 which should be the last
 patch according to Origin at the time this text was written (Feb. 2000).
 But it's still possible that some details may change in later bugfixes
 and with special localized versions like german (I've played the english
 game, as you might have guessed it).

 This is the ANSI version of my text. It is designed to be viewed with
 any windows ANSI text editor or WWW browsers. There are sone flaws,
 especially in the maps of the walkthrough. If you have problems to read
 them, you should switch to the OEM version, which can be found on my
 website (see chapter 12).

 And one other thing: english is not my native language. I'm pretty sure
 there are some spelling errors and a ton of grammatically mistakes. But
 please, ignore them the best you can, as long, as you can read it and
 don't laugh too loud...


=================================================
  1 The Virtues and my stats
=================================================

 Right at the start the gipsy asks you seven questions. Which virtue you
 finally prefer chooses your character. Don't worry, the first four
 questions checks all eight virtues, the following two let you decide
 between the ones you have chosen and the last question is your final
 decision, which virtue you prefer.

 Virtue       : my rank   : stat-add's     : what skills do I gain?
 -------------+-----------+----------------+------------------------
 Humility     : shepherd  : none           : none
 Spirituality : ranger    : +str +dex +int : knowledge of land
 Honor        : paladin   : +str +int      : magic & might skills
 Sacrifice    : tinker    : +str +dex      : skills mastery & might
 Justice      : druid     : +int +dex      : magic & combat
 Valor        : fighter   : +str           : inflict + sustain damage
 Compassion   : bard      : +dex           : learn combat skills
 Honesty      : mage      : +int           : learn magic


=================================================
  2 The shrines, mantras and sigils
=================================================

 Here are the eight shrines for each virtue. it's mantra and the sigil
 you need to cleanse the shrine.

 Shrine        : mantra  : City         : Dungeon  : Sigil (where to find)

--------------+---------+--------------+----------+------------------------------
-----
 Humility      : CUM     : New Magincia : Hythloth : Crook (Kathrina)
 Spirituality  : OM      : Skara Brae   : Abyss    : Ankh (Lord British's
bedroom)
 Honor         : SUMM    : Trinsic      : Shame    : Chalice (statue in front of
bastion)
 Sacrifice     : CAH     : Minoc        : Covetous : Teardrop (Rom Bado)
 Justice       : BEH     : Yew          : Wrong    : Quill (Eustus)
 Valor         : RA      : Valoria      : Destard  : Dagger (Demon)
 Compassion    : MU      : Britain      : Despise  : Heart (Britain's Mayjor)
 Honesty       : AHM     : Moonglow     : Deceit   : Writ (Batista)

 Oh, and the _Words of Restoration_ are: VAS MANI CORP, you'll need them :-)


=================================================
  3 Potions
=================================================

 Yellow : Heal
 Orange : Mana boost
 Red    : cure poison
 White  : Infernal armor
 Purple : Invulnerable
 Blue   : Mana breath
 Black  : Invisble


=================================================
  4 Trainers
=================================================

 There are five categories of weapons: one-handed, two-handed, staffs,
 ranged (such as bows) and fists. Each of these categories can be
 trained up to level four, but of course you start the game with level
 one, "novice". There are trainers in the game who can teach you (for a
 fee of course) the knowledge, for the higher levels you must have some
 minimum statistics (most likely strength and dex)

  Weapon  : Level 2 "Apprentice"    : Level 3 "Journeyman"  : Level 4 "Master"
 ---------+-------------------------+-----------------------+-------------------
 one-hand : Keller, weapons house   : Arms merchant in      : Serpent's Hold,
          : in LB's castle          : Valoria               :  Guardian of bell
          :                         :                       :
 two-hand : Duncan, the Knight at   : same knight, now for  : dead swords master
          : entrance to Deceit      : 2500 gold             :  (map in Minoc)
          :                         :                       :
  staff   : Peg Leg in Paws         : Raphael, trainer in   : Hermit, west of
Yew
          :                         : Trinsic               :
          :                         :                       :
  ranged  : the bowyer in           : Raliegh, bowyer       : Iolo in Britain
          : Britain                 : in Yew                :
          :                         :                       :
  fists   : boxing ring in          : boxing ring,          : boxing ring,
          : Buccaneers Den          : 2500 gold             : 5000 gold


=================================================
  5 frequently asked questions
=================================================

 This chapter contains some often asked questions. This chapter only
 covers gameplay questions, not technical ones. If your Direct-3D card
 don't want to work, there are a lot of resources on the web to answer
 this.

 Every question could be answered by playing the game, but anyway,
 sometimes people simply missed a necessary point.

 Well, here are some mayor tips:

 Q:How do I cleanse a shrine?
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 To solve the game, you have to re-create or "cleanse" all shrines
 dedicated to the eight virtues, which has the Guardian negated.

 To cleanse a shrine you need three things: a mantra, a sigil (the "sign"
 of the virtue) and a glyph.

 You can find the glyph at the bottom of every great column in Britannia.
 The bottom can only be reached via a dungeon attached to the specific
 virtue.

 The mantra and sigil are harder to find. In most cases you should talk
 to a person somehow attached to the shrine and it's virtue.

 Once you have the sigil, glyph and the mantra, you have to go to the
 shrine and place the glyph and sigil on it. The shrine will ask you for
 the mantra. Speak it and watch the short cinematic sequence.

 Q:How can I advance a spellbook level? How could my character advance?
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Your character will ascend a level each time you cleanse a shrine.
 In most cases the shrine will ask you in what attribute you want to
 advance. You can choose "strength" (more hitpoints), "intelligence"
 (more spellpoints) or "dexterity" (better fighting).

 Also with cleansing the shrine you have enabled the next magic level. At the
 start you can only cast linear spells. After cleansing the first shrine in
 Britain you can scribe a 1st level scroll into your spellbook (see below)
 and so on. This means you can scribe 8th level scrolls in your spellbook
 after cleansing the last shrine.

 This affects only the spellbook and the subscribing in this book.
 Theoretically you can still use a 8th level scroll without cleansing any
 shrines (but you won't find one so early in the game).
 But as an advice, you shouldn't use a scroll before you've subscribed it
 into the spellbook or you've found another one. If you use a scroll, it
 will be gone forever and some scrolls are very rare. After subscribing
 the scroll in the spellbook you can cast it as often as your mana allows
 it :-)

 Q:How can I subscribe a spell into my spellbook?
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 To subscribe a magic scroll into your spellbook (so you can cast it
 whenever you want) you have to "unlock" the magic level by cleansing the
 same amount of shrines (see above)

 You need a pentagram, the scroll and some reagents to subscribe the scroll.

 The "pentagram" is in fact a flat, round stone with a pentagram painted
 on it's top and five small candles around it. For example: there is one
 in the alchemy laboratory in Lord British's castle, one behind the
 mage's shop in Britain and one near the shrine of compassion.

 The needed reagents are written in the spellbook. There are eight types
 of reagents, just read the last pages of your spellbook. There are also
 the words of power for this particular spell written in the book, you
 need them.

 You have to put the reagents and the scroll onto the pentagram. Now lit
 all five candles (with the linear 'ignite' spell) and speak the words of
 power, et voila, the spell is subscribed.
 Be careful! If you make a mistake, the reagents and the spell are lost.

 Q:How can I sail a ship?
 ~~~~~~~~~~~~~~~~~~~~~~~~
 You can't sail a ship until later in the game. After completing the
 quest in Minoc, Raven will told you that you can sail the ship for
 yourself, if you want. But before you need to go to Buccaneer's Den. You
 have to buy a map from the mapmaker and visit Raven to join the guild.

 Sailing itself is quit easy. Just click anywhere on the ship and you can
 control it like you control the Avatar while walking. To stop the ship
 and go back to 'walking' mode, just press ESC. This is especially useful
 if you want to climb back on the ship while you are in water. You can't
 climb it the usual way. Just click on the ship to switch to sailing mode,
 press ESC and you are back on the ship.

 BUG NOTE: Sometimes, especially after some teleports via the
  moongates, Raven's ship is gone from the docks where you have left her.
  Just go to Buccaneer's Den (via the moongates and New Magincia), she
  will wait for you there.

 Q: Where can I find item x?
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Most 'simple' items in the game can be bought from vendors throughout
 the game (see chapter 8) but some items, especially good armor and
 powerful weapons, are unique and have to be found on special places in
 the game.

 It's quite clear that you can't buy a special key or the red lense of
 the gargoyles from a seller. These items are of course gameplay
 sensitive. They are ony used once in a game, so please read the
 walkthrough to find them.

 Other items, like bone armor, blackrock armor, powerful weapons and
 special goodies like swamp boots can be found only once in the game.
 I've made a chapter (10) to list the whereabout of these special items.

 Q:What is Blackrock?
 ~~~~~~~~~~~~~~~~~~~~
 Blackrock is a special, magical substance which is needed later in the
 game, especially if you want to create a blackrock sword, a mighty
 weapon.

 You can find blackrock in the mines in minoc. They look like small
 erratic boulders, approx. the size of a helmet. It is NOT possible nor
 neccessary to use a pick and to mine the big ores of blackrock on the
 wall. All you have to do is to pick them up.

 They are spreaded through the four levels of the mine. Don't worry,
 there are a lot of them and you only need four pieces of them.


=================================================
  6 Walkthru
=================================================

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Warning: massive spoilers ahead. Read at your own risk.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Earth
 There's nothing much to say about the start level, except that you
 should listen carefully to your instructor, Hawkwind. Be sure to take
 the belt, the backback, compass and your journal.

 You should read every book you can find in your house. They contain very
 useful tips and a general "instruction manual" about this game. All you
 need to control your character is explained in the books.

 When you're ready, talk to the gipsy to determine the class of your
 Avatar.

Stonegate
 After the teleportation through the moongate you arrive at stonegate.
 There you must collect your last pieces of equipment. At first, look
 into the chest. Depending on your path of virtue chosen at the gipsy,
 you'll find some useful items there. Your spellbook lies in the case the
 next room. You need it to call ignite on the unlit torch at the wall.
 It's also useful to get rid of the rat blocking the lever in the next
 room, just call the stone spell on it. Then you can jump to the lever
 and open the door to the next room. Push the button while standing on
 the platform and you will come to the next room. Just use the valve to
 lower the water and press the button on the ground of the pool. The last
 room is trapped, all you have to do is cast the douse spell on the
 flames until you came to the statue. Douse the two flames and you can
 leave stonegate.

 Outside the tower you'll receive some greetings from the Guardian and a
 Wyrm guard. Defeating him is easy. Finally, step onto the platform and
 you will be teleported to Britain.

Britain
 Now you are inside the Castle in Britain. Of course the first one to
 talk with is Lord British himself. He tells you about giant columns,
 which have risen from the ground, and the people are growing discontent.
 LB advices you to first go to the dungeon of Despise. It's just
 northeast of Britain, and the entrance is next to one of the columns. He
 also gives you a map of Britain. Vasagralem, the gargoyle, informs you
 that the red and blue lenses were stolen from the Gargoyles. They were
 used to read the Codex of Ultimate Wisdom.

 Don't miss the teleporter in Lord British's bedroom. It will transport
 you into the castle's laboratory, with a binding spell pentagram and
 several chests with all needed reagents.

 In the west part of the castle is the weapons house. The Guard, Keller,
 can train you in one-handed weapons. He also gives some advices about
 weapons and armor. He also mention magically enhanced armor, and tells
 you about a fellow down in Trinsic who can make items out of Blackrock.

 While in the Weapons House, don't forget to visit the jail. Just open
 the small gate and step onto the platform. In the jail room you should
 pay attention to the obviously lunatic prisoner in the far left cell.
 Hehehe, now that's what happens to guys who gave us Ultima 8, right,
 Richard? :-) Visit him every time you cleansed a shrine, he will change
 his speak pattern.

 If you are looking for a nice weapon, just check out the maze in the
 castle's garden. If you get lost, here's a tip: move the camera to the
 top over the Avatars head, then change the camera distance and the FOV
 (default keys are Ctrl-Home and Ctrl-PageUp, to get back to the default
 view, use Ctrl-Ins). You can also climb the hedges and jump. In the
 center of the maze, you'll find a nice little weapon.

 Well, it's time to look around in Britain. The first place is the
 cathedral. Amoranth, the abbot of the cathedral, tells you some news:
 the Empath Abbey, the Lyceum and Serpent's Hold have been destroyed. He
 also mention the Candle of Love, which was stolen. He also says that
 traveling to the remains of Empath Abbey at Serpent's Spine, east of
 Yew, could be very dangerous, so this should not be your first
 sightseeing tour. Kimberly, a priestess, tells you that the Silver
 Serpent was stolen by a pirate named Aria. Without the serpent, the
 monks can't make Serpentwyne. (you will find the serpent in a hidden
 cove in Buccaneer's Den).
 NOTE: you can open the trapdoor in one of the cathedral's room. Just
  search the table in the serpents room for a key, open the door and
  search the room for a button.

 Altomar, a wizard, tells you that Nico, the magic shop owner, went to
 Cove and hasn't returned.

 Hans, the lighthouse keeper at the southeast of Britain, tells you the
 lighthouses aren't working because they don't have the proper lenses.
 You need to find the unpolished gemstones and take them to the gem
 cutter in Britain so they can be made into lenses. Once the gems have
 been polished, the ruby lens goes in the lighthouse in Buccaneer's Den,
 the emerald should be taken to Moonglow, and the sapphire belongs in
 Trinsic

 If you want to visit Paws, just went the south-west way from Britain.
 You'll meet a blind seer, who has something interesting about your
 future to say. Not far from the seer is a burning farmhouse with a
 little boy trapped into it. Just put one of the water buckets on the
 fire and it will douse (you can also use the douse spell if you like).
 The boy tells you that there are dangerous brigands around. The poor
 child has had his father killed and his mother kidnapped! She's been
 taken toward the mountains to the east of his farm.
 NOTE: If you want to rescue her (good karma), follow the path into the
  mountain, just after the cemetery. You will find a small hut with a
  quite unfriendly man in it. Search for a lever, the man will attack you,
  kill him. The lever moved a stone behind the house. Follow the path to
  the east and kill all the brigands. Then talk to the woman and read the
  journal, it will lead you to a big treasure.

 To get to Paws you must cross a wooden bridge guarded by a troll. He
 wants 10 gold pieces as a toll. You can give him the gold, try to
 irritate him (and quickly pass the bridge) or decline and kill him. But
 be careful, he is a tough one for an unexperienced Avatar.

 In Paws, Bella at the windmill tells you that they can't get any fresh
 water because the valve on the windmill is broken, and no replacements
 have arrived. (NOTE: the troll has the missing valve, you must kill him
 first) Hayley, the healer in Paws says that there are too many sick
 people and not enough supplies. (NOTE: she can heal you for free) If she
 had some Serpentwyne, she could help a lot more of these people.

 After visiting Paws, it's time to reconstruct the shrine of compassion.
 Just head the eastern way from Britain. Just after the bridge, the
 shrine keeper, Sarah, informs you that the shrine has been corrupted and
 destroyed. To get to the shrine, just follow the path to the east. She
 also tells you the mantra of compassion, MU.

 While following the path to the shrine, you will find one of your old
 companions, Shamino, although not in person. He informs you about the
 problems in Britain and the source of having the townsfolk lost their
 virtue.

 The Shrine of Compassion direct you to find two things: the glyph and
 the sigil. It said that inside each dungeon near one of the strange
 columns is a Glyph of Corruption, and for every virtue, there is a sigil
 which embodies that virtue. So you have to go to the dungeon Despise to
 get the Glyph.

 The dungeon lies north of the castle. Just follow the northern path
 where you have met Sarah. On your way you'll find the house of Iolo and
 Gwenno, although Gwenno tells you that Iolo has been sent to the column
 by LB a long time ago and hasn't come back.

 One nice little easter egg: Near the column and the entrance to Despise
 you can find a skeleton. This is the poor farmer, who was killed in the
 intro movie of the game.

Despise
 Right after the entrance of the dungeon you'll find two citizens from
 Britain (NOTE: the key to the locked door is in the crate). They tell
 you about a magical artifact, the Kiran Shield. Four Stones are
 necessary to get the shield. They also tell you that one of the stones
 is on a great pillar and one is behind a waterfall.

 To open the next door you have to light the torch and you can go into
 the room with the great pillar mentioned by the two guys. To reach the
 top of the pillar you have to jump from the smallest one to the next
 bigger one and so on. At the top, grab the stone and push the button
 nearby.

 Following the hallway you will stand before a small gap. You can either
 jump across it or step into it (there's nothing dangerous down there,
 don't worry). If you jump down, you will come to a fountain with a plaque
 ("Beware the offerings of the dark") Better do what it says, the
 fountain is poisoned. But if you touch the picture, it will disappear
 and gives you a Wyrm guard armor. The next room is a big pool. Just grab
 the bucket of water and put it on the on the western pedestal.

 After a long hallway you will come to some kind of a weapons room. The
 leaver to open the door is behind the northern wall. (NOTE: there's a
 locked secret door. To unlock it, just touch the shield to the east).
 You will come into a room with a fountain and a corpse. He carries a
 note: "Beyond the dining room wall lies the hidden wall". Sounds
 interesting.

 In the next room you'll find a key in the rat's nest. It unlocks the
 door to an archery room. Just shoot the target to open the door to the
 next room. This room looks like a dining room, so if you search, you
 will find a moving wall and behind it a teleporter to a room with some
 spikes coming out of the floor. Just run, use the leaver and get into
 the next room to find the next kiran stone. (NOTE: you can unlock the
 chest next to the teleporter with a key you'll find on the wall at the
 dining room). In the next room you'll have to use the leaver to make the
 fountain disappear. Behind a secret door lies the button to open the
 door to the next room.

 In the next room you can read the book. The lost key can be found in the
 small water pool. To jump over the fence you should move the barrels,
 climb on them and jump. Use the leaver to close the trap. The next room
 is some kind of a small chapel. You can lit the candles on the table to
 heal yourself.

 In the next room you'll find a very unhappy, trapped thief. If you
 switch the leaver, he will thank you and give you another kiran stone.
 NOTE: the stone can be found in the small box if the thief is being
  killed.

 The key to the next room lies behind some bars, but don't worry. In the
 other room is a device ("attractor") to fetch the key.
 Now you come to a cave with four small pillars. Put each of the Kiran
 stones on the right pillar (color). Unfortunately you don't have the
 last stone. Just read the book in the corner, and the cave will be
 opened.
 NOTE: If you push the button on the fountain, a wall will disappear,
  revealing a rat and a Wyrmguard chest.

 You have to swim to get into the next room. One of the citizens said
 something about a waterfall and the last Kiran stone, so search the pool
 for a switch. It will move a rock at the right from the waterfall. Just
 grab the last Kiran stone and swim back to the room with the four
 pillars to finally get the Kiran Shield!

 In the last room after the waterfall room you will find the object
 you've come for, the bottom of the great column in a lava cave. But it
 is protected. A Wyrmguard named Ooli (nice anagram) is waiting for you,
 he seems to know a lot about you. After a short fight he will reveal his
 true identity to you. Big surprise! You can show compassion and spare
 him. (NOTE: it don't seem to change the plot if you kill him, but if
 he's dead, he can't teach you some archery skills and it's not a nice
 move for the Avatar of the virtues :-)

 The path is free into the column. Let's get the glyph and get out!

back in Britain
 Just after you get out of Despise you will meet your old enemy,
 Blackthorn, but you are rescued by a pirate named Raven. She wants you
 to talk with her boss, Samhayne. But just to be sure she wants to see
 one of the eight runes of virtue to have proof you're the true Avatar.

 Well, it's time to cleanse the shrine. You already have the glyph, now
 you need the sigil, the heart of compassion. The shrine told you that
 the mayor has it. He has been going to Paws to search for his daughter.
 In Paws go to the building at the south west to find her. Just rescue
 her from the two goblins. The mayor thanks you and give you the heart of
 compassion. Now back to the shrine.

 Just put the sigil and the glyph on the shrine and watch the nice
 effects. Voila, the Shrine of Compassion has been cleansed! Maybe this
 will make the people of Britain stop looking down their noses and
 finally help those poor people living in the swamp. Don't forget to
 catch the rune, you need it to talk to Raven.

 Go back to Lord British and report your success. His astronomers have
 noticed that something is wrong with the moons. He says he'll
 investigate it more.

Buccaneer's Den
 Now that you have the rune of compassion, it's time to talk to Raven.
 She's on her ship at the docks of Britain. She finally agrees to take
 you to Buccaneer's Den. You'll met her boss, Samhayne, on the south part
 of the isle. He wants to make a bargain: If you cleanse the shrine of
 humility first, he will give you the Codex of ultimate wisdom. So the
 first thing to do is to go to New Magincia.

 You can find Britain's missing Silver Serpent on the northern isle. Walk
 to the east docks. Between the slavery market and the marketplace is a
 path up to the mountain. When you're on the top. Walk to the west until
 you see a rock covered with plants. This is actually a hidden cove. Walk
 into it until you reach a cavern with a sailing ship. Tip: look around
 for an unusual stone on the wall if you get locked. Inside the cavern
 you will watch thee pirates discussing about the serpent. Just grab your
 bow and kill them, since they can't reach you. Shoot the target near the
 trapped serpent and search the pirate's bodies for a key. Get the key
 and click the plate under the serpent to free it. The serpent will
 vanish and return to Britain.

 There's also one of the lost lighthouse gems in one of the caves. Walk
 along the beach south of Samhayne's house until you reach a cave with an
 omnious glow. The gem's in there.

 A girl named Katie is sold as a slave on the market. You can either buy
 her free or get her letter to Samhayne. You can find the letter in the
 ship of the east docks.

 In the bar of Buccaneer's Den you'll meet a guy who says that New
 Magincia cannot be reached by sea. He suggest that you visit Keagan, the
 cartographer. Keagan tell you about an old tunnel between Buccaneers Den
 and New Magincia, but you need a password from the guild. Well, since
 Raven is in the guild, she can tell you the password: "keelhaul".

 The tunnel is located near the lighthouse, at the south east side of the
 isle.

New Magincia
 You'll meet you old friend Kathrina, the shepherd. She has the sigil of
 humility, but gives it to you only when you help her. You must get rid
 of the vultures and the wolves. The vultures are easy, their nest is on
 the top of a narrow mountain just south from Kathrina at the end of the
 isle. You must climb it (some jumps onto the small gaps on the mountain
 help). On the top you will find gold, a leather chest and the vultures
 nest. Use your ignite spell until the nest burns. The wolves are more
 difficult. You must find and kill the alpha wolf. He is on a small
 separate island with a slightly damaged but still visible dome. Just
 head south from the vultures nest and you can see the isle. Inside the
 dome is the alpha wolf.

 Now it's time to ask Kathrina for the sigil and the shrine. She will
 give you the sigil and the mantra (LUM) and tell you the shrine lies
 sunken in the sea. To raise it you must sand onto a promontory at the
 north of her house. This promontory is easy to find. If you look at the
 north west of Kathrina's house you'll see a dead tree and a bush. You
 will see a small stone directly at the cliff. This is the first stone of
 some kind of stairs to the promontory. Just look to the north-east and
 jump from stone to stone until you reach the promontory. It is a flat,
 rectangular stone. Step onto it and the shrine will rise from the sea.
 The shrine tells you to visit the dungeon Hythloth and find the glyph.
 It will automatically teleport you to Ambrosia.

Ambrosia
 Ambrosia, the underwater city of the gargoyles. Your primary task is to
 find a way into the dungeon Hythloth. Head east and talk to a winged
 gargoyle named Valkadesh. He will tell you three things: the only one
 knowing the way to hythloth is a gargoyle named Wislem, the inventor of
 the underwater city. He lives in a flying house in the eastern part of
 Ambrosia, so you have to find a way to fly into his house. And: the
 Avatar is not welcomed among the gargoyles, so you have to be careful
 (things hadn't changed since Ultima 6, methinks).

 So you need a method to fly around. This can be accomplished if you go
 to a winged gargoyle named Voresh in the south-east part of the city. You
 can talk to him, he don't have much interesting to say. But in his
 chamber you'll find a crystal. Take it and walk to the prison south of
 Voresh's chamber. You will see an empty crystal holder besides another
 one, already equipped with a crystal. If you put the crystal in the
 holder the wall will be opened and you can enter the prison. You will
 meet a nameless gargoyle, ask him why he is imprisoned. (BUG NOTE:
 Sometimes the cell is empty. Just read ahead) The gargoyle will tell you
 about some "flying boots" he has found. Just follow him to the wall west
 of the cell. This wall is an illusion, you can walk through. Jump down
 and search for the boots. Read the scroll for how to use them.
 NOTE: there is a cave near, where a human sells some potions.

 Now it's time to visit Wislem. He will not pay much attention, he wants
 you to finish the statue of their queen. He will give you a power cube
 to finish the work. The statue is in the middle of Ambrosia, on the top
 of the building. Just put the cube into the free slot and watch the hell
 break out.
 BUG NOTE: although the cave is under water, the human still seem to sell
  potions and spells.

 After that Wislem will ask you to rescue one of the queen's eggs. You
 have to go to the queen's chamber. At first, go to the room of
 singularity at the north west part of the city. Read all three books,
 then read the book appearing in the middle. Take the cube and fly to the
 chamber above the room. Put the cube into the slot and take the amulet.
 Now Wislem will give you the queen's cube to get into the queen's
 chamber. Walk into the room in the middle building of Ambrosia (where
 you "finished" the queen's statue). Put the power cube into the slot.
 NOTE: it's a good idea to go into fly mode, the floor will open and you
  will reach the queen's chamber.
 The queen starts to attack you. You can choose to kill the queen (bad
 for your karma) or just fly behind her and grab an egg.
 NOTE: only the eggs behind the queen will work, not the ones in the
  middle of the chamber!

 Run through the passageway and be sure to examine all the rooms and
 chests (there's a glass sword in one!) before you step onto the
 teleporter and arrive in Hythloth.

Hythloth
 This is the first "real" dungeon in the game (Despise was quite linear
 and easy compared to the other dungeons).

 The main goal of the dungeon (beside getting the glyph of course) is to
 collect several small, colored statue keys and put them onto the
 pedestal with the matching color to open several portcullis. The statues
 and the pedestals are spread in the dungeon, all you have to do is
 find them.

Here's a (quite stylized) map of the first part of Hythloth:

                                      +--+::
                                      :x ++:
                                      :  ++:
                                      +--+::
                                       +--::--+   +----+
   +-----+                             :+-++-+:   :+--+:
   :column                             :: :: :: +-+++ ::
   :     :                +----+       ::    :+--  m:++:
   :     :  +--+          :+--+:       ::  n :+--   :++:
   :     :  :i :       +--+++ ::       :+----+: +-+++ ::
   +-+ +-+  +  +       :    : :: +--+  +--++--+   :+--+:
     : +-----++--------+ k  : :+-+::+-----+:      +----+
     +-------++---+ +--+    : :+--++-------+
            +  + ++ ++ :    : ::              a - valve
            :j : : e : +----+ ::              b - yellow pedestal & swamp boots
            +--+ :   :     +--+++             c - green statue
                 +++-+     :   l:             d - red statue
              +--+::       :    :             e - red pedestal
              :d :::       +-++-+   +---+     f - moving walls
              +  +:: +-----+ :: +--+:   :     g - valve
               ::-++-+ f   +-++-+  ++  h:     h - green pedestal
       +-----+ +--++-+     +-++-+  ++   :     i - blue pedestal
       :     :    :: +-----+ :: +--+:   :     j - pentagram
       :  b  +--+ ::        +  +    +---+     k - yellow statue
       :     +-+: ::+--+    :g :              l - blue statue
       :     : :+-+++ a+---++--+              m - key & purple statue
       +-----+ +--+++  +--+:                  n - winch
                  ::+--+  ++c                 x - exit
               entrance

 You start the dungeon in a large cave. In the middle of the cave are
 some stairs. These stairs are the entrance to the dungeon. At the west
 end of the cave is a statue, but you can ignore it (it's already on the
 pedestal, so don't care :-)

 The first point is room (a). First use the valve down the stairs to
 activate an elevator in room (b). Then search the walls for a button in
 form of a stone, it opens the door to (c), where you can find a green
 statue. Room (b) is filled with poisoned water, the first thing you
 _should_ do is to grab the swamp boots, which are negotiating poisonous
 effects from swamps. The boots are in a chest in the southern area of
 the room, you have to swim through the poison water. Don't mind if your
 health bar turns green, there's a red potion near the chest. In the
 middle of the room is the elevator you've activated, so swim to it. It
 will carry you to another small room with a yellow pedestal and a lever.
 Switch the lever to open the portcullis to the next area.

 Next step is room (d), the room with a water hole. If you dive into it,
 you can find a valve and the red statue. Turn the valve to open
 another portcullis.

 The entrance to room (e) is free now, you can put the red statue on
 the pedestal. This will open another portcullis.

 Now it's time to visit room (f). Before you enter the room, search the
 intersection between room (d), (e) and (f) for a pile of bones and a
 scroll. This scroll contains some useful information for another room
 we visit. But first, let's move on to room (f). When you enter the room,
 both doors will close. If you step onto the platform (you have to do
 this to open the doors), the walls start to come close. Just stay at one
 of the doors. They will open just before the walls will crush you, just
 step outside quick. The walls will then open again to leave a pathway.
 Now search room (g) for a valve and turn it. This will open another
 portcullis to a room with some ramps and room (h), where you can find
 the green pedestal. Room (h) has 13 columns. You must jump on them to
 reach the pedestal, but as soon as you jump on one, some other columns
 will sink down, others will come up. It's a small puzzle, but do you
 remember the scroll you have found? This will give you the solution. Here
 is it again:

       d1

   c1 c2 c3 c4    the route:
                            a1-b1-c2-b3-b4-c3-d1
   b1 b2 b3 b4

   a1 a2 a3 a4

 and from d1 you can jump to the green pedestal. Put the statue on it and
 leave the room.

 Go back through the room with the moving walls and to room (k). There
 are two valves on the west wall, use one of them to lower the water for
 some time, so you can fetch the yellow statue. Go back to room (b) and
 the elevator and put the statue on the pedestal.

 To get the blue statue, go back to room (k), use one of the valves and
 search the northern wall for a pass-through (it is only visible when the
 water was drained). Go to room (l), search the chest and take the
 statue. Now go to room (i) and put the statue on the pedestal. NOTE: be
 careful, the pedestal is trapped! Now all portcullis are open but you
 still need the glyph. You find the column in a large room, just follow
 the way to the west from the room with the blue pedestal.

 You will meet another Wyrmguard, but you can kill him surprisingly easy.
 Now you have to swim to the column. It's entrance is to the north and
 it's underwater, so keep looking.
 NOTE: The best method to get rid of these annoying fishes is to stand on
  one of the large platforms between the entrance to this room and the
  column and shoot the fishes with your bow.

 Now it's time to leave this dungeon. Walk to the passageway between room
 (k) and (l) and use the intersection leading east.

 Soon you will come to a part of the dungeon where the walls are
 transparent. Keep looking for room (m). There is a key in this room and
 a chest with a purple statue. Just remember that the walls are
 transparent, so use the map to get the key.

 With this key you can open the chest at (n). Use the winch inside to open
 the portcullis to the north.

 Now you have a decision here: the path is free to room (x) which is the
 regular exit to the shrine of humility. You can keep on and walk further
 to explore the rest of the dungeon, but there's no need to do so. It's
 not necessary for the plot neither has it great treasures. You need the
 purple statue if you want to go on, but if you leave, the statue is
 useless and you can drop it.

 If you want to leave now, use the teleporter in room (x), jump into the
 water and swim until you reach a hole in the ceiling. Swim through the
 hole and you reach the shrine of humility.

Shrine of Humlility
 Now you can cleanse the shrine. Put the glyph and the sigil on the
 shrine and speak the mantra told by Kathrina (LUM).

 Now go back to Buccaneer's Den through the tunnel to meet Samhayne.

 Bad surprise, there's another one who claims the codex (Yeah, one
 _mighty_ Avatar you present us, Origin!)

Deceit
 This dungeon is sometimes called "Blackthorn's prison", and with a
 reason. You are stuck for the first two minutes. Bad point is: you don't
 have your equipment, even the spellbook and the compass are gone (this
 makes directing orders a little difficult, but I try).

 You can't do nothing else then waiting until one of the torches outside
 your cell goes out. Then you can see a hidden door, which will lead to a
 secret room with a glass spider. If you touch the spider, you will be
 teleported to an area quite similar to the prison, but you can walk
 through the portcullis and press buttons. So go back into your cell,
 walk through the gates and press the button. You can see the portcullis
 open in the "real" world, although it doesn't seem to move here. Go back
 to the spider and touch it. Now your cell is open and you can explore
 the prison. In the second cell are two health potions, take them.
 There's a key on the desk. And don't miss the bag on the barrels, it will
 come in handy. NOTE: in the second barrel from the left are chain arms.
 Now open the wooden door. The way is blocked with another portcullis, so back
 to the spider room to press the button on the other side. You will see
 a hidden door to the left. It will open the way to the next room.

 In this room you will see four statues, a button and a brazier. Don't
 touch the chest, it's a mimic. First press the button (the torches will
 be lit), then press the brazier. A glowing ball will emerge from the
 brazier and will emit a changing light. If the light's green, you can
 open the door.

 Follow the hallway until you reach the intersection. To the left is a
 lava room, to the right a room with three buttons. Press the red one to
 summon a light bridge in the lava room, the blue one will summon a
 health potion (save the game before you press the green one).

 Now back to the lava room (this is one of the most difficult parts of
 the dungeon). You can't see the lightbridge you've summoned, but it's
 there. Walk to the right to the tapestry. Press the blue button (left)
 to summon a bridge to another platform. The bridge will disappear when
 you walk over it so don't stop. Step on the transport platform. You will
 be transported to another platform with several buttons on it. On your
 way the statue will throw fireballs at you. I don't know how to avoid
 this since you can't move on the transport platform. This may be a good
 reason to use the cheat :-)
 BUG NOTE: sometimes the fireballs are stopped if you are looking at the
  statue. I still hasn't figured out if this has a reason or is simply a
  bug.
 Now you have to choose the right button. In case, just try all of them,
 there's no system. (Mine was the second from left in the middle row,
 btw.)

 The button will create stairs behind you. Step onto it and press the
 purple button to summon another transport, which will take you back to
 the tapestry. Now press the button to the right (purple) and step onto
 another transport. You will see a target on the backface of the stairs
 you've summoned. You must use the statue to hit the target. The leftmost
 and rightmost buttons on the wall will turn the statue
 clockwise/counterclockwise, the second buttons are the "fine tuning",
 the middle button (red) will shoot an orb. Try to hit the target with an
 orb and the force field on the teleporter will vanish. Now try to hit
 the second target on the wall behind you to call back the transporter
 back to the tapestry. Now it's the same procedure: press the blue
 button, walk over the bridge, use the transporter, walk to the stairs
 and press the purple button. But now, when you are transported back to
 the tapestry, press the green button when you pass the middle platform
 and the transporter will stop. Now step onto the teleporter to get into
 the next area.

 Now you are in a big, lava filled cave. At first, walk to the right. You
 will see the glyph, but it's an illusion. Press the blue button to
 activate another bridge leading to three statues. One of the statues can
 shoot an orb, and you must place the target into the right position for
 the statue. Jump to the platform with the table and use the buttons on
 the table to move the target. (My combination was 8x cyan & 8x purple)
 Now run to the big statue (the two small statues start to throw
 fireballs at you) and fire an orb. It may take several tries. This will
 summon a transport platform. It will take you to a teleporter and
 another room.

 In the new room, touch the mirror near the table (the other mirror will
 throw fireballs). This will summon a bow. The statue on the other side
 of the room will summon the arrows. Now try to shoot the target on the
 platform opposite the platform on which you arrived. This will create
 stairs at the platform. Now stand onto the plate to create another
 target on the other side of the room. Shoot it and run over the new
 bridge (it will disappear after a few seconds). Step onto the teleporter
 to go back to the cave.

 Between the platform with the table and the transport is another target.
 Shoot it to call another bridge. Now turn the valve to lower the lava
 level.

 Now you have to find four orbs and put them into the for orb holders.
 You can see several small monoliths near the lava. If you push them on
 the side with the plate the lava will disappear for a short time. This
 is useful to reach several areas normally blocked by the lava.

 You will find the first orb in a small cave near the platform with the
 table. Look down and jump onto one of the rocks below you. Walk into the
 cave and step onto the teleporter. NOTE: look into the orb for some
 laughs. In the next room stand onto the carpet to summon a target. Shoot
 it and a blue orb will appear. Don't open the chests, they are mimics.

 The second orb is near the cave with the teleporter. Just head right and
 look for a small monolith. Press the plate on it (jump onto the monolith
 if you can't reach the plate) and look around while the lava is gone.
 You will find a chest with the red orb in it. Quick grab it and jump
 onto the rocks before the lava comes back.

 The third orb is near the teleporter which has brought you to the bow
 room. Use the transport to the teleporter but don't step onto it. Look
 below for another teleporter platform instead and step onto it. Press
 the green button. Now shoot all targets appearing on the wall (look
 behind often) until the green orb appears.

 You will find the last orb in a new area of the cave, where you can see
 a large platform hanging on the ceiling. This area can only be reached
 if you lower the lava level for a short time. Look around for a
 teleporter. It will bring to into a small labyrinth. Search and use the
 red button to summon a target. Each hit will summon another target (you
 will see where). You must hit three targets at all, then the yellow orb
 will appear. You can open the chest (it's no mimic this time) to get a
 full healing spell (don't use it until it's really necessary, they are
 quite rare). Don't forget to take the hammer.

 Now put the four orbs into the orb holders. They are easy to find. Each
 orb will create another piece to the big platform hanging on the wall.
 On this platform is a teleporter which will bring you to the last part
 of the dungeon.

 This large area is the area with the column. The Wyrmguard will first
 call her hell hound. Kill it, this will summon a bridge between you and
 the guard. This guard is actually Mariah, an old friend of yours (like
 Iolo), so try not to kill her. (She is the one without the shield. Try
 to separate the illusions, kill them and ignore Mariah, fortunately she
 is a little slow at casting spells) Step onto the transport which will
 appear soon. It will carry you to the column. Take the glyph, jump on
 the transport and on the teleport platform to leave Deceit.

Moonglow
 Again, navigating in Moonglow is a little difficult until you cleanse
 the shrine and get your items back.
 The first person you met at the entrance to Deceit is Duncan. At first
 he'll try to attack you 'cause he thinks you have stolen his dagger.
 Talk to him and convince him you don't have it. Now he tells you about
 the city and how the people have lost their honor.
 NOTE: Duncan can train you with two-handed weapons if you bring back his
  dagger.

 Now it's time to visit Moonglow. Swim across the small river to a place
 with a small campfire. There's a map of Moonglow near the log. Follow
 the steps and the path into the city. You will meet a boy who will tell
 you his father is attacked by thieves. Don't pay attention to what he
 says, he's lying.

 The house to the right is Tydus' house, the mage who told Duncan to
 attack you. He's the keeper of the lyceaum and the oracle of wisdom. You
 must find the lyceaum to get the mantra of honor, but Tydus won't show
 you the location before you solve a little task for him: you must find
 the staff of wisdom in a cave south west of Moonglow and return it to
 you.

 Leave Moonglow through the second entrance to the south (look at the
 map) but do not walk over the bridge (you will again meet the lying
 boy). Turn left instead and follow the path until you reach the cave.
 Surprise: no staff here, but two pirates instead. Kill them, grab the
 dagger (it's Duncan's) and follow the cave until the end. Touch the
 unlit torch near the compass. Swim to the wreck and kill the sorceress.
 Open the chest and you'll find the arms of the magi. They will reduce
 the amount of mana for spell casting, if you wear them.

 Now go back to Tydus. He will send you to another cave. This time use
 the town entrance left of Tydus' house. Turn left and follow the path
 until you reach a stone arc. Walk further until you reach a cave with a
 ruby at the entrance.
 NOTE: if you follow the path you will find a shepherd's crook, a nice
  and useful staff weapon and the 'charm'-spell.

 You will find a demon inside the cave. Talk to him and agree to drop
 your weapons. You will find the heartstone in this cave. This is the
 source of Tydus' power. This should be enough to convince him to tell
 you about the lyceaum. There is a set of chain armor in the two chests.
 You will find the keys behind a crate and in the mouth of the watching
 face at the wall. Leave the cave through the teleporter.

 Outside the cave you will meet the lying boy again. Listen to him, now
 he's telling the truth. Run to the house of his father (it's the house
 to the east on the map) and kill the thieves. The boy's father, Joshua,
 will tell you that they have stolen his journal. You will find it in an
 abandoned hut at the docks south of Moonglow. If you return the journal
 to Joshua he will give you two scrolls, wizard eye and infernal armor.
 Oh, and don't forget to read the book in Joshua's house.

 Tydus will now reveal the lyceaum. You can reach it via the flying ship
 at Tydus' house. Press the button in the house to call a transporter to
 the second storey of the house. Jump into the ship and wait till it
 reaches the lyceaum. Inside the oracle will advise you to look into the
 stars to get the mantra. Use the telescope (this will only work while
 it's night outside!).
 You can also get the book of truth here. Answer that you are responsible
 for the problems in Britain and you can take it with you.

 After you got the mantra, you have to find the sigil. Go into the house
 in the south east of Moonglow and talk to Batista. She will give you the
 sigil if you bring her the magic shield from Mariah's house. Mariah's
 house is the one to the north on the map (the house with these magically
 floating steps inside it). There's a room with a teleporter under a
 trapdoor (the room is inaccessible before you talk to Batista). Use the
 teleporter and you will find yourself in a cellar with the shield behind
 two force fields. Search the walls for secret doors. There are two
 secret rooms with platforms. Put a barrel on each one and the fields
 will vanish. If you haven't killed Mariah, she will wait for you here
 and give you the secret Ritual of Restoration (very useful!). Now grab
 the shield and return to Batista. She will give you the sigil of
 honesty.

 Time to cleanse the shrine. Leave Moonglow through the north entrance
 and walk over the bridge. You will see a graveyard half way to the docks
 with two skeletons. Kill them and go further until you find a cave
 entrance. If you pass the cave (you don't have to) you will face a
 gazer, so be careful. Inside the cave you will find two goblins and a
 pentagram. If you touch the orb, a wall will disappear and reveal a
 healing fountain. Go to the right and follow the path to the top of the
 mountain with the shrine. Put the sigil and the glyph on it and speak
 the mantra to cleanse the shrine.

 Now the things are returning to normal in Moonglow. Go to the docks and
 meet Raven to get back your inventory.

Yew
 Raven asks you which town you want to visit next, Yew or Minoc. There is
 no best way which town you should visit first. Just decide yourself. The
 solution of Yew takes a lot more time but is in some ways easier then
 Minoc (and left you with some good weapons, too).

 If you want to visit Yew, Raven tells you to visit Lord British first.
 He can open the passage through the mountains if you ask him. The
 entrance to the passage is the same canyon with the house inside when
 you solved the puzzle with the small boy in the burning farmhouse and
 the thieves (walk west to Paws until you reach the crossroads, then turn
 right and follow the path). Just walk further into the cave. The
 blocking wall has disappeared. Follow the cave (both directions in the
 cave are successful) and use a torch, light spell or any other source
 in the dark areas. You will finally arrive in the western part of
 Britannia, past the mountains. The complete second half of the main isle
 of Britannia is now accessible! You can at first ignore the area to the
 south, Yew itself lies to the north. From the exit of the cave, walk
 to the west, until you find a path. Follow the path and you'll arrive in
 Yew after a long walk.

 Yew is the city of justice and you'll get your first impression of their
 "justice" when you talk to the people. Raven has followed you and was
 imprisoned. You can find the court of justice in the north east of Yew
 (it's the circular mountain on the Britannia map). It's entrance is
 marked with two big trees. Just enter the court and watch the cinematic
 sequence. What a farce.

 Outside the court is Desbet, a wingless gargoyle, waiting for you, but
 you can convince him that you didn't cause the destruction of Ambrosia.
 You must show him the queen's egg (you still have it, don't you? :-) and
 he will tell you to visit Vasagralem. You can reach his house by using
 the lift south of you. Just walk south, until you reach a lift on the
 ground, use it, then use the left platform and walk over the left bridge
 to Desbet's house. He will tell you that he has activated the
 transporter to Vasagralem's house.

 You must show Vasagralem the queen's egg and he will give you the red
 lens. Now he will help you to free Raven and advice you to go to the
 dungeon Wrong. He will wait there to show you a secret entrance. He also
 tell you that the mantra and the whereabouts of the sigil of justice (a
 quill) can be found in a book in Yew's library.

 The library is below Desbet's house. You can find the book of justice if
 you put back the book "Encyclopedia Britannia V" back into the
 bookshelf. Another row of books will vanish (in the shelf with the small
 globe) and reveal the book of justice. Read it and you will find the
 mantra. The book also tell that the sigil can be found by a creature in
 the big mountains north east of Yew.

 Raliegh, the bowyer in Yew, can train you the flaming arrow shot.
 BUG NOTE: In game version 1.07, it will cost you 2500 gold, don't listen
  to to the text or the speech.

Northern mountains
 Now it's time to go to Wrong. Don't be mislead, Wrong is the small isle
 in the north east part of the main island, so you have a long march
 before you. But there's much to explore on the way to the dungeon.

 From Yew, walk east until you find a path with any sign (mostly "to
 northern trail and Wrong"). You have to follow the path to the east.
 NOTE: if you follow the path the wrong way you will find a big sea with
  a waterfall coming out of the mouth of a giant face. If you walk around
  this sea you will come to a big crate standing on some kind of platform.
  There's the lighthouse sapphire in it.

 Just follow the path into the mountains and keep looking for signs. They
 will show you the right direction to Wrong.

 You will come to a small goblin outpost with an armored goblin guard
 and a chest. There are 600 gold in the chest. Examine the surroundings
 among the chest and you will find a longsword, one of the better
 1-handed weapons. Keep it, it will be one of your best swords for a time.

 After a long walk you will come to the snowy mountains. Don't be encouraged,
 this is only half the way to Wrong.
 NOTE: After your first "meeting" with an ice hound, there are some ruins
  to the north. These ruins are the Empath Abbey, where you can get the
  candle of love which is important later in the game.

 While you are following the path, keep looking around for a flag with
 the sign of justice on it. It's near two thieves. Left from the sign is
 a very small pass leading to the top of a mountain. On the top sits a
 vulture with spread wings. This is Eustus, the keeper of the sigil.
 Answer his three questions and he will give you the quill (the answer
 to the questions is "no" all three times).

 Now go on on the path till you reach the ocean and a very long bridge.
 This bridge will lead you to a stronghold and the Wrong dungeon. But
 unfortunately the doors of the stronghold are close, but there's another
 way. At the end of the bridge walk down to the water, you'll see a boat
 and Vasagralem waiting. He tells you about a secret entrance. Jump into
 the boat and wait until it stops. Now dive into the water and search for
 an underwater cave entrance. Swim into it. Don't worry if it seems that
 you run out of air, just keep swimming . At the end, touch one of the
 skulls to open the secret entrance into Wrong.

Wrong
 This is one of the most difficult dungeons in the game, because you are
 arrested as soon, as a guard sees you, even if you try to kill him.

 There are several ways to prevent being caught. You should use all
 possible covers (the spiked columns), you can use a "fog" scroll, you
 can cast "charm" on the guard, you can even use the "backpack cheat"
 (see below). A guard won't notice you unless he sees you straight in the
 eyes, so kill them as soon as possible with spells or a crossbow. If he
 sees you, you have to kill him before he finishes his "you are under
 arrest" sentence, or you will be imprisoned.

 If you get caught, you will be teleported without your inventory and
 your spellbook into cell (1). Move the bench and you can open a secret
 door to the south. Examine your cell for a small dagger and a black
 potion (invisibility). Kill all spiders (ignore the big one at the
 pentagram). You will come to cell (2). Put the lamp onto the pressure
 plate to open the gate. Walk south through the door, try to avoid the
 guard (use the black potion, you can try to fight him if you're strong
 enough) and examine room (3). Your inventory is in the chest. Grab the
 key, too.

                        +--+
                 down b : 8:      down c
                   : :  +  +       : :
      +--..        : +---++--------+9:
      : +..up b    +-----------++----:
   +-+: :          : :+--+    +  + :A:+--+
   :  + :          : +  5:    +--+ : + 2 +..
   :  + :          : +   :         : +   +..
   +-+: :      +--++-:+--+         +-:+--+
      :C:      : 6 + :         +--+: :
  +--+: :      :   + : +--+    :3  + :              1 - Avatar's cell
  :7  + :      +--+:B: :4 : +-+:   + :              2 - 2nd cell
  :   + :          : : :  +-+ :+--+: :              3 - storeroom
  +--+: :       ..-+ : +++----+    +-:+---+         4 - Cleo
 up a.+ :       ..---+  :+---------+ + Start        5 - fake Raven
     .--+     down a    +-----++----++    :         6 - button + key
                             +  +   ::+---+         7 - key
                             :1 :    exit           8 - Raven
                             +--+                   9 - Buttons
                              :+..
                              +-..

 At the start room in Wrong, touch the picture with the ankh to reveal a
 button. Push it. Now open the door to face a guard. You have to let
 yourself imprisoned at least once, so don't do anything. In the cell,
 use the procedure above to free yourself and get your inventory. You can
 visit Cleo in cell (4) to get some information about Smith the horse.

 Now use the lever near the gate (A) to open it. Jump into the pit and
 follow the passageway. In the torture chamber, use the lever at the
 wench to open gate (B).

 Examine room (6), push the button at grab the key in the chest. You will
 find Raven in cell (5), but beware, this is a trick. Kill the zombie and
 read the book, it contains important informations.

 Now follow the passage to the south ("down a" on the map). Get the key
 in room (7) and move on.
 NOTE: The gate (C) leads to a crypt with two skeletons and a strange
  coffin. I haven't found anything usual in there.

 You will find the true Raven in cell (8). You've read the proper
 combination for the skulls, but here is it:
    5
   3 2
   1 4

 Inside the cell, jump over the flames and use the left valve first, then
 the right to free raven. She will thank you and give you a key.
 BUG NOTE: Sometimes the gameplay crashes here or you can't talk to
  Raven. Just reload the game and try it again.
 BUG NOTE 2: Some people have told about problems when the cursor
  disappears while you're talking to Raven. But you can still select your
  answers with the 1,2,3... keys.

 Raven's key unlocks the door to the west. At the door (9) you'll see two
 buttons, press the left to open the door, if you want. Follow the way to
 the north.

           +--+ +--+ up c
           +  + +  + : :
           +++---++--+ :
           :   D       :   +--+
           +-----------+   :10:   10 - Wyrmguard armor
               :    : :    +  +
               +....:E:+--+ ::    11 - slavery marketeer
                    : +   +-+:
                 +-+: +   +--+    12 - tavern keeper
                 :  + :+--+
                 :  + :           13 - door
            +--+ +-+: :
            :12:  +-+ :           14 - chests
            +  +  :+--+
            +++---++-----+
            :   F      13:
            +-----++-----+
                 +  +  :+-+
                 :11:  +-+:
                 +--+   +  +
                        :14:
   to   ..--------+ +--+ ::
  column..-++----::-:15+-+:
          +  +   +--:  +--+
          :16:      +--+
          +--+

 You will come to another gate (D). There's a black brick to the north.
 Push it to open the gate. Follow the passage to gate (E). Search for a
 white brick to open it.

 In cell (11) the slave seller from Buccaneer's Den wants you to open the
 portcullis. Don't do it, it's bad karma. Free the tavern keeper in cell
 (12) instead.

 Once again, search for a brick button at gate (F) to open it. Following
 the passage, you'll find three buttons. Press the blue one to open the
 door at (13) for a short period of time. The red one will teleport you
 to cell (12). The green one will call a guard. You must run to door (13)
 before it's close again.

 You will find four chests in room (14), two of them are mimics.

 If you enter room (15), the portcullis will close. Dive into the water
 and use the valve to the north to open them again. Now go on to the
 column, where you will find another of your old friends.

 You don't have to kill Jaana, try talking to her, then walk to the wench
 and use the lever. This will drop a cage and Jaana is trapped. Say her
 to open the portcullis and promise to free her, if she opens them, but
 leave her instead.

 Go inside the column, grab the glyph and go back to room 16. Search the
 east wall for a brick button, it will reveal a teleporter. Step on it
 and you will be teleported to the pentagram room in the secret passage
 between your old prison and cell (2). Now you can leave the dungeon.

back in Yew
 Back in Yew, it's time to cleanse the shrine. The shrine is located in
 the mountains north west of Yew.
 NOTE: beneath the shrine are two stone heads with a glowing red
  pentagram. If you use "ignite" to cast a fire in every statue's mouth, a
  bolt of flame scroll will appear.

 Near the scroll binding pentagram is a long wooden bridge and a cave. If
 you follow the cave you will find two goblins and a locked crate. One of
 the goblins has the key. The crate contains a claymore, a powerful two
 handed weapon!
 You can open the porticulls at the cave's exit with igniting either the
 braziers or the fireplaces in the statue's mouth.

 West from this exit, over the mountain, lives an hermit. He is the
 person who can train you the master skill for staff fighting, but he
 wants a jewlery, the Britannia Star, for exchange.
 NOTE: You can find the Star in Trinsic.

 After you've cleansed the shrine, go visit the justice court to free
 Raven. Now you can go back to Britain, Raven's waiting for you at the
 docks.

Cove/Minoc
 Irene, the shop keeper near the docks, tells you about riots some days
 ago and that a man named Raxos, the first citizen, brought back order to
 the town. He now seeks to sacrifice people at the shrine. Irene also
 tells you about some people have stolen items from the dead.

 The building across the wooden bridge is the house of Raxos. You will
 find Nico, the magician from Britain, imprisoned here. He will ask you
 to get the key from Raxos, because he is scheduled to be sacrificed.
 NOTE: You can talk now with Raxos to free Nico, but you have to kill
  him. You can also try to talk with him after the shrine is cleansed, and
  he will free Nico. You will have to pay a fee to the guard in order to
  enter the house, or you can simply kill him.
 When you've got Raxos' key (either by killing him or talking to him
 after cleansing the shrine) you can open the door to the jail and free
 Nico. He will give you the orb of the moons, a unique and very useful
 item. If you place it on the ground inside a stone circle and speak a
 mantra, a moongate will appear and teleport you to the stone circle of
 the city bounded to the virtue, which mantra you've spoken (example: MU
 for Britain, the city of compassion. You will be teleported to the stone
 ring near the lighthouse east of Britain).
 But remember: You can only travel to a city which shrine has been cleansed!

 Dayla, a little ghost, lives in the burnt house in the east part of
 cove. She tells you more about the riots, the stolen belongings of the
 ghosts and that she misses her doll.
 NOTE: you can find her doll in a cave behind the waterfall at the central
  sea of Minoc.

 Behind Dayla's house lies the graveyard. An angry ghost attacks you, but
 you can ignore it. You have to put the ghost bracelet and the ghost
 necklace into the coffin to get a scroll. You can find the necklace in
 Raxos' house, under a trap door near the dining table. The ghost
 bracelet can be found in a tunnel to a secret cave in the mountains
 between Britain and Yew. On the way to the tunnel to Yew lies an old
 house with an unfriendly man inside (This was the sub-quest of the boy in
 the burning farmhouse and the rescue of his mother from the thieves). If you
 have read the notes of the tief and walk into the mountain to find the
 secret cave, there is a tunnel right after the snowy glade with the wolves.
 The bracelet lies inside there in a chest (BUG?)

 NOTE: Behind the northern pillar at the entrance of the graveyard lies a map.
  This will guide you to a sunken dome and within the corpse of a dead
  swordsmaster. This is important, if you want to have the secret
  "mastery" level of 2-handed weapons fighting. This map will show you a
  place on sea west of Yew. You have to sail with Raven's ship. At the
  point you'll find a small wooden dock (my sextant readings were 1'24N,
  51'55W). If you look into the water, you'll see a giant dome. Try to
  find the two statues marking the entrance to the dome. This is very
  difficult. You can dive without damage between them. This will take a
  lot of practice, otherwise you'll die soon!. If you touch both statues,
  the force filed will disappear and you can swim into the dome. Swim to
  the tomb and open the coffin. You'll find the remains of the swords
  master, a 2-handed sword and a book. Read the book to gain the knowledge
  of the master level.
  BUG NOTE: Don't take the book with you, just read it.
  Now you can dive to the water surface (again, it needs practice). Swim
  to Raven's ship and simply click it to get out of the water.

 When you enter the central market place in Minoc, you will find Blackthorne
 attacking some gypsies. He wants the blue lens, but is interrupted.

 Now you can talk to Laszlo, the Rom Bado. He has the sigil of sacrifice
 but wants the black crystal ball in exchange. The crystal ball is kept
 by a powerful liche in the Covetous dungeon.

 Morgana, an old gipsy in the north west of Minoc, can tell you the
 mantra of sacrifice (CAH), although it's sadly the last thing she does.

 You can find the entrance to Covetous, often called the blackrock mines,
 near the great column in the north east of Minoc.

Covetous
 The biggest problem in this dungeon is that you can't use magic in here
 (the blackrock prevents it). Be sure to have enough yellow potions.
 There are some green ponds around this dungeon, they will heal you if
 you drink from them.

 The dungeon is full of skeletons. They can be easily beaten with the
 shepherd's crook, you need only one hit. But be aware that they will
 regenerate after 20 seconds, so be quick. You can take some bones from
 their slain body to prevent the regeneration, but make sure they are
 always the same parts (like the skull or ribcage) or they will
 regenerate using parts from another bone pile.

 There are two tunnels to the east, leading to a lift. You will meet
 an undead warrior, Lothar, the swords master. He wants you to kill
 him with a special ghost sword, the gringolet.

 You can find the gringolet in Minoc, if you swim in the lake. To the
 south you will see a tunnel. Swim across this tunnel. On a rock lies the
 ghost sword. Take it and come back to the ghost.
 Now that you have the gringolet, you can slay the undead warrior, but he
 will regenerate, so be quick. Take the key from his body and open the
 chest at the lift. Press the button in the chest to enable the lift. But
 first, you have to repair the mechanism.

 If you follow the cart rails, you will come to a cave with a lava pool
 in it. To the north is a small cave with a lift gear. Take the gear and
 go back to the mechanism (it's in the tunnel to the west near the
 entrance). The mechanism is the big machine with the water wheel. At
 first, turn the valve to stop the water, then put the gear back in it's
 place, then start the mechanism by turning the valve again. Take the oil
 can and go back to the lift where the sword skeleton stands.

 Now you can use the lift. Press the second button from the top to go to
 the second mine level.

 Follow the rails until you find a lore. Push the lore to set it in motion
 and break through the barricade. Jump into the second lore. Don't worry,
 it will transport you safely across the big chasm.

 On the other side of the chasm are two zombies. Kill them and walk
 behind the great column to the east. Search for an iron key behind three
 crates. Now you can go back to the other side of the chasm (You can
 climb the rocks to the west, if you can't move the lore).

 On the other side you'll "meet" a talking skull on a stick. He wants you
 to bring him back to his grave. Take the skull and go back to the lift.
 Again, open the chest and press the button inside to go to the next
 level.

 Again, follow the rails. You will come to a cave with a giant pit and a
 bridge across it. If you walk over the bridge, an earthquake will be
 cast, but it won't do any harm. You can walk around the pit, if you want
 to. Follow the rails until they are blocked.

 NOTE: On the eastern wall, you'll see a green glow from a healing pool.
  Climb the rocks and examine the area behind the pool for an item looking
  like a crown. This is the Helm of Radiance, an unlimited light source

 Now search the northern wall for a small tunnel (it is hidden behind some
 large rocks). Follow the tunnel through two small caves until you come to a
 blocked tunnel with an ominous red glow and three powder kegs before it.
 Use the kegs to open the tunnel. You will come to a graveyard with some
 ghosts. Now search for the skull's grave, it is in a very small tunnel to
 the north. Drop the skull and he will reward you with a key.

 Use the key on the chest at the lift and descend to the last dungeon level.

 Swim into the big underwater cave and use the tunnel to the north. You
 should swim to the water surface to catch some air and keep looking for
 bubbles.

 Swim through the tunnel until you reach a giant cave with the big
 column. Talk to Julia and ask her about love. She won't attack you then.

 The entrance to the column is on the western side. Jump into the water
 to find it. Grab the glyph and swim back to the big underwater cave.

 Search for a tunnel to the west and swim through it. You will come to
 another cave with powder kegs. Use them and try to avoid the ghost
 warriors. Follow the tunnel to a lava filled pit. Run across the pit to
 the portal. You will come to a force field with a pentagram in front of
 it. Put the gringolet on the pentagram and the force field will
 disappear.

 You will face the liche and two zombies. Killing the liche is easy, even
 when he's invisible. Attack him at first before he turns invisible and
 strike him several times with the two handed sword. With any luck you'll
 kill him before he attacks. You can attack him even if he's invisible
 (normally he won't move much). He has to be visible to attack you.

 When he's dead, an orb appears on the burning pentagram. Touch it to
 reveal a secret passage to the north. You will find the black crystal
 ball in the big chest in the passage. Now follow the passage to the east
 into a room with a skeleton sitting at a table. Drag the powder keg to
 the big vent in the middle of the room and use it. Jump down and swim
 through the tunnel to the north, until you reach the beach of Minoc.

 NOTE: It is possible to enter the lair of the liche without loosing the
  gringolet (and without using the "fly" cheat of course). You still have
  to go to the great column and Julia to get the glyph, but instead of
  swiming to the liche's lair, swim back to the elevator and back to the
  second level of the dungeon. In the first cave on the second level, look
  around for a passage to the north, behind a boulder. Follow the passage
  to the west until you come to a cave with two vents, some zombies and a
  healing pool. Look around in the north west corner for a powder keg
  behind some rocks. Drag&drop the keg to the vent to the south (you will
  hear some strange sounds coming from it) and use the keg. Jump into the
  vent and to another cave with a giant skeleton. Jump into the open vent
  and you will arrive in the cave with the skeleton at the table, behind
  the liche's lair. Now go to the liche and proceed as usual.

back in Minoc
 Give Laszlo the crystal ball. He refuses to give you the blue lens, ask
 him to use the blackrock crystal ball. He will give you a key to his
 wagon with the tear of sacrifice and the blue lens inside.

 Go back to the shrine to cleanse it. Now the people of Cove and Minoc
 will be much nicer. Go back to Raven at the docks for the trip to Trinsic

Terfin & Buccaneer's Den
 Raven says that you're ready now to sail the ship on your own and she
 suggest you to go to Buccaneer's Den for the necessary utensils.

 But something strange happens on your way to Bucc.Den. Raven don't have
 the control over the ship anymore and you will be brought to Terfin.

 Once arrived walk north through the big gate (it will open for you) and
 enter the tunnel. Follow it until you come to a big door floating in
 black space.

 Enter the room. You will recognize it from the intro movie. This is a
 cinematic sequence, so you can't do anything but watch. Attack the
 guardian, when you got the controls back. Don't worry, game's not over
 yet :-)

 After the sequence, talk with Raven and sail to Buccaneer's Den.

 Raven tells you to go to the cartographer to get a sailing map, then
 meet her at her house. Her house is the rebuild ship north west from the
 cartographer. Just enter the house and sit in the chair for another
 cinematic sequence.

 After you wake up, take the pirate's clothes ("Raven's choice") and read
 the book and the note on the bed. Now you're a guild member, that means,
 you can enter the locked house at the docks of Bucc.Den. Inside the
 house you'll find a blackrock armor in the cupboard, and you can buy
 blackrock gauntlets and a frost sword from the pirate! The frost sword
 is as powerful as the longsword, but with a freeze spell.
 NOTE: You can only talk to the pirate if you didn't solve the puzzle of
  the silver serpent.

 Now it's time to finally go to Trinsic, the city of valor.

Trinsic
 Soon after your arrival you'll see a woman attacked by a crustacean.
 Kill it and talk to the woman, Lindonia. She tells you that her husband,
 Lucero, is worried after loosing the chalice of honor.

 The guard in front of the bastion warns you about haunting ghosts. Enter
 the bastion anyway and kill the ghosts. In the second level you'll find
 a friendly ghost (he's the ghost who won't attack you at first sight
 :-). He tells you to talk with the ghost of Sir Dupre in order to get
 the mantra of honor and the sigil (the chalice). To talk to Dupre you
 have to find a person, who serves the shrine of honor.

 Lorence, the outfitter, tells you about a guy sneaking around. You can't
 buy something from him before you've cleansed the shrine.

 Rupert, the blacksmith, tells you that he is always interested in
 experimenting with new materials. He agrees to make a blackrock sword
 for 7000 gold, if you bring him three pieces of blackrock. You should
 invest the money, the (one handed) blackrock sword is the most powerful
 weapon in the game. You can find blackrock pieces in the abandoned mine
 of Minoc (aka Covetous).
 NOTE: He won't give you the sword before you've cleansed the shrine.

 Now it's time to visit the main isle of Trinsic. Just swim to the west
 from the blacksmith and start exploring.

 At the west shore of the main isle you can find a ship wreck. There's
 one of the lost lighthouse gems inside.

 The shrine is in the southern part of the main isle. You'll find Myera,
 the keeper of the shrine. She advices you to seek for Dupre's ashes and
 put them on the shrine to talk with his spirit. You can find his ashes
 in the abandoned fort west from the city. Put the ashes on the shrine
 and Dupre appears. He informs you to find the chalice in the dungeon
 Shame, behind a crystal barrier. Speak the Mantra (SUMM) to make the
 barrier disappear.

 The dungeon lies in the north west part of the main isle (north east
 from the giant column). On your way to the dungeon you'll come to a
 small camp with a guy attacking you. This is the person the outfitter
 has talked about. Kill him and read his jounal. Blackthorn is in the
 dungeon and seeks the chalice for himself, so hurry. You can find a
 lightning strom scroll in the tent of the spy.

Shame
 You don't have to fight a lot in this dungeon, but it's filled with some
 logic puzzles. As a mayor rule: don't let the eyes see you. They will
 try to block your way or shoot fireballs at you.

 Press the button to shoot an energy orb to the target. The force field
 will disappear. The gate will open, when you're standing near it so the
 eye can't see you.

 In the next room are two eyes guarding two portcullis. Above them is a
 target, shoot at it twice and the eyes will turn away. Use the gate to
 the west first.

 You will come to a room with three decorative shields, a target and an
 eye. The eye starts to shoot a fireball and then an energy orb at you.
 This orb has to hit the target. Simply stand before the target, when the
 orb start floating towards you, just move away. If you succeed, a wall
 will open.

 You have a similar problem in the next room. Touch both armor suits and
 two targets will appear. Stand before them and move, when the energy orb
 comes near. The right target will reveal a hidden room with some
 reagents, the left target opens the way to the next room.

 The next room is a little difficult. Press the purple button and a
 moving target will appear. It takes some practice to hit it with the
 energy orb. Try to walk a little ahead of the target. Again, a wall will
 disappear, this time with a zombie. press the blue button and go to the
 room with the colored statues. Press both buttons and the statues will
 start to cycle their color. Touch every statue, when it's color is dark
 gray. Another statue will appear, touch it, open the chest in the middle
 of the room and take the black orb.

 Now go back to the room with the two eyes. use the same procedure but use
 the east gate this time.

 You will come to a room with a table and ten buttons on it. Pressing the
 green buttons will activate a target at different places in the room,
 the red button will shoot an energy orb. The clue is to reflect the orb
 on every of the nine targets. But only one target will appear at a time,
 so wait for the orb to hit the actual target, before you activate the
 next one. Here's the proper order for the buttons:
         1
     6 7   8 9
     2 3   4 5
 Again, a wall will disappear to gain access to the next room.

 Don't step onto the red floor. There's a target to the east, shoot it
 and a part of the red floor will disappear and you can walk to the
 moving red stripe of the floor. This won't be a problem with a little
 jump and good timing. Press the red button, and the force field will
 disappear for a short period.

 In the last room for this level you'll find a lot of levers and a
 turning eye. You must switch all the levers before the eye sees you and
 reset them. My method: wait, until the eye don't see you anymore, then
 switch the levers counterclockwise. Be quick, and another wall will
 disappear. Put the black orb into the holder and you can go to the next
 level.

 You have to touch every of the three glowing stars. If you touch one of
 them, you color will change too. Now go to the big statue, touch it and
 it's color will change, too. Use this procedure for every color, it's
 easy. Tip 1: There's a button on the eye near the red star. Tip 2: to
 reach the yellow star, you have to push the button downstairs near the
 blue star, in the room with the bearskin.

 After you've collected all three colors, the statue will disappear and
 reveal a teleporter.

 You will come to the room Dupre talked about: inside a crystal barrier.
 After some time a voice will ask you about the mantra of honor (SUMM)
 and the barrier will disappear.

 First, jump onto the glass cases and go into the tunnel to the north to
 the cave with the chalice of honor. You'll meet Blackthorn. Tell him you
 won't give him the lenses and he will destroy the chalice. Dupre will
 appear and tell you how to restore the chalice of honor. Just take one
 chalice from this room. Then you have to show the people in Trinsic that
 they don't have lost their honor.

 Now go back to the cave and the great column. Don't miss the lightning
 sword lying at the west wall of the cave, it's the second most powerful
 weapon in the game!

 Kill the Wyrmguard (I still haven't found a method to prevent it) and an
 opening will appear at the column. Grab the glyph and use the teleporter in
 this cave.

 Now you can leave the dungeon.

back in Trinsic
 Time to restore the chalice. If you talk to the guard before the
 bastion, he will tell you that this is not the right chalice. He will
 also tell you about a guy roaming around in Trinsic and talking to every
 paladin about honor. You will find this man, Virgil, in the room near
 the tavern, to the west.

 He will tell you that a portal has opened at his house and some phase
 spiders have appeared. He now needs a paladin to close the portal. Agree
 to help him.

 Now talk to the paladin, Lucero. He is in the house above the blacksmith.
 Tell him that he's a coward. Dupre will appear and convince Lucero to help
 Virgil. Now go to Virgil's house on the small southern isle of Trinsic.

 You can either swim to the isle or use the bridge near the shrine to get
 to Virgil's house.

 At Virgil's house, a phase spider will attack you. I've found that the
 frost sword is most effective against the fast spiders. You must cover
 Lucero while he tries to close the portal. You will know if he has
 succeeded when a giant phase spider will appear. Kill it. Lucero's act
 was enough for the people of Trinsic to know that they haven't lost
 their honor.

 Now you can go back to the bastion and place the chalice in front of the
 statue. It will be transformed into the sigil of honor.
 BUG NOTE: normally, you have to talk to everyone in town before the
  guard will agree to give you the chalice, but you can simply grab it
  from the statue.

 Now go back to the shrine, place the sigil and glyph onto it and speak
 the mantra to cleanse the shrine.

 If you search the small isle near Virgil's house you'll find a cave with
 some goblins guarding it. Inside the cave lies the Britannia Star, you
 need it to be trained by the hermit near Yew in the master staff skill.

 Now there are only two shrines left to be cleansed. Go back to Raven and
 she will take you to Valoria.

Valoria
 Soon after arriving in Valoria you will find a dying warrior at the
 beach. He gives you his shield and wants you to talk to his brother (the
 guard at the entrance to the inner crater).

 Valoria is under siege by three big demons. They can't be killed, so
 avoid them at the first time.

 The entrance to the inner crater is at the south part of the isle. You
 will find two stone heads there. Push the topaz in the eye of the statue
 to the right and the palisade will open. Follow the path to the volcano.

 The guard wants a proof that you're the Avatar. You have to bring him
 the head of a red dragon from the dungeon Destard. He will tell you that
 the entrance to Destard is blocked by some large stones. They can only
 be moved using the proper "words of power", whose are unknown to him.
 But there is another frozen entrance near the great column.

 Back to Raven's ship you will find her attacked by two zombies. Kill
 them and talk to Raven. The dungeon Destard can only be reached by the
 docks in Britain.

 The entrance to the dungeon lies near the village of dawn at the south
 west of the main isle (this is west from Paws, below the column on the
 map). You have to go through the tunnel you've formerly used to go to
 Yew. But at the exit near the goblin settlement, turn south and follow
 the path until you reach the village.

 You will meet a woman, Molly, who tells you about the fate of the
 townsfolk. A red dragon, Taloria, has attacked the village and some
 people have gone into the dungeon to defeat it. Some other town people
 have turn to worship the dragon.

 You can find the normal entrance to Destard near the village. It is
 blocked, as the guard has told you, but there's another way inside. Look
 around for a street sign lying on the road. Turn east and walk over the
 hill, just between two houses. Follow the path to the south until you reach
 a plateau with a square ice field on it, near a corpse. Use fireball or
 bolt of flame to melt the ice and jump.

Destard
 go north into the great cave with a lava sea and a floating egg between
 five columns. The key is to get five eggshells in different colors and put
 them on the column with the same color.

 At first, visit the smaller cave to the west. You will find some hell
 hounds and a trigger plate near a chest. Put something on the plate and the
 wall to the north will disappear. Now go into the egg's lair and kill the
 dragon guard. Search the north of the lair for a small passage where you
 can find the red eggshell.

 Now back to the great lava cave. Follow the cave to the east and north
 until you reach a cave with giant rats and a prisoner. Free him (the key
 lies on the big stone besides the pillar with the lit brazier on it).

 Follow the tunnel until you meet a ghost, Adreanna. She will tell you more
 about the dragon and how he can be defeated. She will also ask you to find
 a sign of her husband, Darim.

 To the east from Adreanna is the bottom of the great column, past a lava
 pool. Again, you don't need to kill the Wyrmguard, try to frighten him
 instead ("..try to get my head..","..come on..","..just stay there..").
 Grab the glyph and leave this place.

 Bach to Adreanna, go north and step onto the pentagram. You will be
 teleported to another part of the dungeon, with some Wyrmguards around.
 Kill them and follow the hallway to the east until you reach a training
 room. Touch the crooked picture on the northern wall to reveal a hidden
 door. The green eggshell is inside the chest.

 NOTE: There's a red skull inside the prison at the hallway. It is needed by
  a side-plot later in the dungeon.

 Follow the hallway to the west and the north. Quickly grab the key inside
 the small cauldron and move on until you come to a junction.

 The way to the south leads to a cave with a demon and the remains of Sir
 Drake (the guard at Valoria told you about him). Read his book to learn the
 word of power ("INOPIA").

 Back to the junction and follow the way to the north. In the next room,
 step on both pressure plates, kill the zombies and press the button on the
 pillar.

 You will come to another junction with the picture of a pentagram (the
 cover art of Ultima VIII, btw.). Both ways lead to the same hall. There's a
 secret door in the southern hallway, opposite to a blurry pentagram. You
 will find a key behind it.

 You will come to a small chapel with the worshippers of Taloria, behind a
 force field. To enter the chapel, press the button on both pillars and also
 the button inside each guard's room, above the entrance.

 NOTE: you only need to enter the chapel if you want to perform the ritual
  of the demon. This ritual will give you a "summon demon" scroll. It is not
  necessary for solving the main task of the game.

 SIDE PLOT: if you want to perform the ritual, you have to collect five red
   items. Read the book in the chapel. You need the follow items: a red skull
   (found in the prison earlier in the dungeon), a red candle (found at the
   mines later in the dungeon), a fiery globe, a flask of blood and a served
   head (all three can be found in the chapel). Open the door between the
   statues into a room with a binding pentagram. Touch the dragon statue to
   reveal a secret room. Grab the served head and go back to the chapel. Go
   inside the alchemy lab to the south. There's a blood flask behind some
   flasks on the table. Follow the tunnel to the west into a room with some
   bookcases. Touch the crooked picture and a key will appear on the table.
   Open the door and take the red orb. Now go back to the chapel. After you
   got the last item (red candle) later in the game go into the big room with
   four pedestals and a pentagram. Put all items on the pillars and the served
   head onto the pentagram. This will summon a big demon. Kill it and take the
   scroll. You should also take the red candle, you can use it later in the
   game.

 Back to your primary task. Follow the main hallway to the north. You will
 find a pile of bones and a book. This is the diary of Darim, Adreanna's
 husband. Kill the demon and follow the hallway to another junction.

 To the south lies a crypt. Walk into the first room and press the stone at
 the northern wall. Run quickly through the hallway with the skulls into the
 second room with a giant floating skull. Kill the liche and get the key
 from the crate under the eastern stairs. Open the door to the last room.
 Kill the big zombie. The yellow eggshell lies in the coffin.

 Now back to the junction and follow the hallway to the north until you
 reach a cave with a fountain.

 To the north lies the entrance to Destard. You will be asked for the word
 of power ("INOPIA") to move the blocking boulders.

 To the east lies a spider's lair and the blue eggshell.

 To the west are the mines. Inside the chest in the room with the scales is
 the red candle. You can find the key to the chest in one of the crates.

 Now back to the great cave with the five columns (You can perform the demon
 ritual on your way back).

 Talk to Adreanna, she will give you the white eggshell. Back to the lava
 room, put the eggshells on the columns with the same color (pay attention
 to the color of the light shining onto each column). This will open the
 entrance to the dragon's lair to the north.

 Enter the lair and face the dragon. Of course you won't bargain with
 Taloria and she will attack. Killing her is a little difficult. The best
 way is to climb the big stone pedestal she was initially sitting on. Now
 you can reach her with the black sword. Take her head (but of course :-)
 and leave the dungeon.

 NOTE: to the east from the lava lake lies the treasure room of the dragon,
  with a chest armor of the troll. It is normally blocked by an energy field,
  but the field will disappear after you've killed the dragon.

 Leave the dungeon and go back to Britain.
 NOTE: from this side of the village, you can climb the mountains between
  the village of dawn and Paws. This is a good shortcut to Britain.

 Now back to Raven at the docks and off to Valoria.

back in Valoria
 Now you can talk to the guard, Lambert, and he will open the portcullis for
 you. You can also show him his brother's shield.

 Inside the inner crater are two warriors, Arthos, once a fearless fighter,
 and Eris, who is in panic about the thee demons, which are besiege the city
 for the sigil.

 In the north chamber lies Meranthon, a wizard. He knows the secret how to
 defeat the demons, but he lost his tome of demonology while fighting a
 monster near a glade at the bottom of the volcano, east of the isle.

 As soon as you leave the crater to search for the tome, a cinematic
 sequence starts. Eris has made a deal with the demon and give them the
 sigil. Now there's no time to loose.

 You can find the glade right after leaving the stone entrance to the inner
 crater. Turn left and walk down the hill until you are at the bottom. Here
 you can find the entrance to a cave, and within a stone giant and the tome,
 near a pool of lava. Read the book and you know how to defeat the demons.
 You have to find two other warriors, so back to the crater and talk to
 Arthos. He will come with you if you call him a coward. The second warrior
 is Lambert, the guard. Talk with him and soon he will agree to help you.

 Now it's time to fight the demons. Your one is the demon at the shrine, at
 the north west part of the isle.

* BIG BUG NOTE: THERE'S A GLITCH IN THE USECODE OF THE GAME, IF YOU ARE
* PLAYING U:A v1.07! THIS MAKES THE KILLING OF THE DEMONS NEARLY IMPOSSIBLE,
* EVEN WITH CHEATING!
* I would strongly suggest that you either "downgrade" to v1.05 during the
* fight or use a newer patch >1.07!

 Behind the stone altar of the shrine lies the lair of the demon. As soon,
 as you start attacking it, the two other warriors start to attack, too.
 Kill the hell hounds at first, and the demon is vulnerable. After you killed
 him, the sigil will appear on the red pentagram (you have to look
 carefully).

 Now back to the crater and ask Arthos for the mantra ("RA"). Now you have
 all you need to cleanse the shrine.

 Well done, only one shrine left to cleanse. When you try to leave Valoria,
 Raven will tell you that Lord British wants to talk with you.

Britain
 A lot has happened after you last visited Lord British. Talk to the
 majordomus in the castle. Blackthorne has challenged you for the final
 fight, but Lord British decided to confront Blackthorne by himself. He's
 now in the Abyss, a dungeon which is sealed off from Britain.

 But Blackthorne has left a clue how to get into the Abyss. Just read his
 note and you will learn that the key in entering the Abyss lies on Skara
 Brae.

 But first, a small task to complete (so you don't have to come back for
 this later). You need an Ankh of Spirituality for Skara Brae. You'll
 learn later in the game that Lord British has one in his bedroom. Talk
 to the musician in the throne room. She will give you a note sheet for
 the "Stones" theme. Put this on the harpsichord in Lord British's
 bedroom and play it. The box on the table will vanish and reveal the
 ankh.

 Now off to Skara Brae.

Skara Brae
 NOTE: You can reach Skara Brae without sailing to it by Raven's ship. At
  the north west of Trinsic, near the great column, lies a small island
  between Trinsic and Skara Brae. You can swim without problems to this
  small island and to Skara Brae.

 Soon at your arrival, another statue (Shamino) will speak to you. He
 need your help to free him from the eternal void. He instructs you to
 seek out the well of souls here on the isle. You need an ankh to open
 the force field and enter the well.

 The sentinel of Skara Brae (the great statue's head, half sunken in the
 sand) will tell you more about Shamino and gives you the mantra of
 spirituality, if you stand on the palm of the statue's hand.

 The well of souls is the great building at the north of the isle. Be
 careful, it is guarded by a sea snake. The entrance lies underwater,
 don't miss the air bubbles past the entrance to prevent drowning.

 The force field blocking the well will be vanish if you have the ankh of
 spirituality. Just jump into the well.

 You will meet some restless spirits. Calan, a thief, knows about the book
 of truth in Moonglow.

 Elisabeth, another ghost, is in grief because she has neglected her baby.
 You have to bring her her baby to show real love and she will tell you the
 whereabouts of the candle of love, in the ruins of Empath Abbey. You can find
 her baby in the farmhouse on the other side of the area.

 Mathis, a warrior, tells you about the bell of courage, after he has
 heard about the fate of his people in Yew. The bell is in the sunken
 ruins of Serpent's Hold, south east of Trinsic.

 You can find the trapped Shamino in a cave, if you follow the path. Read
 the book on the altar to learn how to free him. You have to perform the
 ritual of life and you need the book of truth, the bell of courage and
 the candle of love.

 You should already have the book of truth, it can be found in the
 lyceaum in Moonglow. Talk to the oracle, say that you are responsible
 for the destruction and you can take the book.

Empath Abbey
 The Empath Abbey lies in the northern mountain of the main isle of Britannia.
 You should follow the northern path from Yew, you used to get to the dungeon
Wrong.
 Follow the way until the path gets snowy. Walk until you reach a sign ("to
Wrong")
 and look around. You should see the ruins of Empath Abbey.

 Talk to the monk, Brock, to learn a little about love. To get the candle you
 simply have to light the braziers behind the ruins. The candle is in the middle
 part of the altar, try some climbing and jumping.

 You can leave the abbey by walking and jumping over the ice floes.
 There's an ice dragon to the north. If you fight it, you can find a
 frost sword on the top of the plateau he was sitting. You have to cast
 "eternal sight" to see it.

Serpent's Hold
 Getting to Serpent's Hold is a little difficult. It's on the small island you
 see on the Britannia map, south east of the Trinsic isle. You have to sail
 Raven's ship by yourself.

 Look around into the sea. The ruins are below the sea level. They are a
 hexagonal structure with a small opening. You have to swim very deep, it
 takes some practice (a mana breathe spell or a blue potion can help).
 The sextant coordinates are 74'31N 5'27E.

 Inside the Hold, kill all ghosts and get the key from the chest to the
 south (careful, it is trapped). Open the door to the north and face the
 archmage. You can kill him using Iolo's Bow or you can jump, if you have
 the leggings of Sentri. Near the pentagram are some blackrock boots.

 After you've killed him, a wall will vanish and reveal the bell of
 courage. Talk twice to the protector of the bell, she can train you the
 master one-handed weapon skill.

 Now back to the Well of souls to free Shamino

Skara Brae
 Go to the cave in the Well of souls to free Shamino. At first, light all
 four braziers to open the ring of fire, then put the book, bell and
 candle on their places (read the plaques). Now use every of them (use
 'ignite' on the candle of love) and Shamino is free.

 He will tell you the true origin of the Guardian. Very bad news, indeed!
 (Although it's a little out of continuity, regarding Ultima 7 and
 Underworld 2 :-)

 He will also tell you how to reach the Abyss and Lord British. You have
 to summon a demon to enter the realm of the Abyss. Another spirit will
 appear. Tell him you need his help and let Shamino talk to him. You will
 learn the ritual of summoning Pyros, a great demon

 Now you can reach the Isle of the Avatar. Talk to Raven to get to it.

Isle of the Avatar
* BIG BUG NOTE: IT'S IMPOSSIBLE TO REACH THE ISLE OF THE AVATAR IN THE
* GAME VERSION 1.07! There's a blocking around the isle which should
* vanish after talking to Shamino. But this doesn't happen until patch
* 1.18, so the isle is unreachable with the ship. Although you can still
* reach the isle using the 'fly' cheat.

 You can perform the ritual only on the pentagram in the middle of the
 isle. You need Blackrock (from the mines in Minoc), spider silk, sulphur
 ash, a demon skull (no need to search, there is one right at the
 pentagram) and a red candle (you can find one in the dungeon of
 Despise). Put all on the pentagram and light the candle.

the Abyss
 Find your way to the big hole surrounded by four statues sending rays
 into it. Jump into the hole. You will be teleported to a tower-like
 building. Each level has an elemental theme (earth, air, water, fire).
 Every level is similar to solve: in the first room (to the left from
 each starting point) you have to push a secret button, shaped like a
 brick to open the way to another room, to the right from the starting
 point. There is the teleporter to the next level. In each level is a
 glowing orb, which you have to take.


 1st level (air): kill the gazer and touch the secret button. In the next
 room with the four columns a cloud will start to shoot energy orbs. One
 orb has to hit the target in the middle, and a teleporter will appear.
 Grab the black glowing orb and step onto the teleporter.

 2nd level (fire): kill both hell hounds and press the buttons. A column
 with the red glowing orb will appear Touch the secret button. In the
 next room you have to douse the fire in the two braziers. Now step on
 the teleporter.

 3rd level (earth): the main clue: don't let the eyes see you. The best
 method is to use a black potion or an invisibility spell. Kill the gazer
 and put some item on the pressure plate. Climb the stairs and touch the
 ankh. A book from the Timelord will appear. It contains some nice
 background information for the game. Again, find the secret button (it's
 on the western wall) and go on to the next room. Quickly grab the green
 glowing orb and jump onto the teleporter.

 4th level (water): swim to the other side of the room and wait until
 the stairs will appear. Touch the secret button and swim back to the
 second room. Melt the ice with a fireball, grab the blue glowing orb and
 step onto the teleporter.

 Now you are standing to the entrance to the next part of the Abyss. But
 it is blocked with the four elements. Place each glowing orb onto the
 holder and step on the teleporter. There's now an entrance to the
 eternal plane of each level, dedicated to it's element.

 Again, all planes are similar. You have to find and kill a special
 monster (air: big dragon, fire: big demon, earth: stone giant, water:
 sea serpent) and a teleporter will appear nearby. Step onto the
 teleporter to leave the plane. Every time you've cleaned a plane, one of
 the barriers will disappear. Finding the monsters is the hardest part of
 it. Just keep looking around and don't get lost.

 Soon as the barriers have disappeared, the path is clear to your final
 confrontation with Blackthorne. Jump into the now opened hole to be
 teleported to the second part of the Abyss. Keep jumping down until you
 come to a bridge. Cross it and face Blackthorne and Lord British. A
 cinematic sequence will be played.

 After the fight, run into the column, take the glyph and come back to
 talk to Lord British. He gives you the codex and instruct you to read it
 at the altar on the Isle of the Avatar.

 Once been teleported back, follow the path up to the south part of the
 isle until you find a cave with two small pillars in front of it. Enter
 the cave. Put the codex on the altar, the red lens into the left holder
 and the blue lens into the right one. Now you can read the codex. It
 will instruct you what to do to finally defeat the Guardian.

Britain, ethernal void
 Back at Lord British's castle. He is waiting for you at the hedge maze.
 He will open a moongate for you to get to the eternal void.

 You will meet all your old friends you've killed when they have been
 Wyrmguards. Talk to Dupre and step onto the platform. Now cleanse the
 shrine as usual. Don't forget to grab the rune and the sigil.

 All of your old friends have been resurrected and are gathering in Lord
 British's castle. Time for a last sentimental good-bye. *sob* :-)

 If you haven't gathered all runes and all sigils, now it's a good time
 to get them. Use the orb of the moons to quickly teleport you near the
 shrine where you can find the missing sigils and runes.

 Talk to Lord British one last time. He instructs you to go to Terfin and
 defeat the Guardian.

 Now go to Raven (another emotional good-bye here) and sail to Terfin.

Terfin
 Time for the final showdown with the Guardian.

 You only have one dungeon left, therefore it's a very difficult one .

 Raven will tell you about a secret entrance on the other side of the
 isle, past the dragon guards. Move fast, don't fight them, try to spare
 your arrows and mana instead.

 NOTE: There's a small quirk in the game, that enables you to go directly
  through the big gate and into the chamber of the Guardian (where the
  Endgame takes place) without going through the dungeon. If you stand in
  front of the small gap between the big doors you can see the other side
  of the gate (switching to first person view might help). Now use a
  teleporter spell and voila, you're on the other side of the gate and you
  can walk into the Guardian's room like the first time you've been at
  Terfin. It is also possible to climb the rocks near the gate, but this is
  a little more difficult.

 If you've found the cave entrance and if you have all the sigils, a
 force field will disappear and you can step onto the teleporter to enter
 the dungeon.


          +-++--+
          :start:        1 - button
          +-----+        2 - gargoyle and 2 purple potions
        +--+: : +--+     3 - button
        :   + +-+ 1:     4 - key
        : 2 + +-+  :     5 - locked door & secret button
        +--+: : +--+     6 - moving walls
      +--+  : : +---+
      :  :  : : :3  :
      +::+  : : +-+++
       :+---+ +---+:
       :+---+5+----+
      +::+  +-:
      :4 :  : +--+
      +--+  : +-+:
            : :+  +
            : ::  :
            : :+--+
          +-+ +-+
          :  6  :      +------+ +--+
          +-+ +-+   +--+ ---- +-+7 :
            : :     :+-+ ---- +-+  :
            : +-----+: +------+ +--+
            : +--++--+
       +--+ : : +  +     7 - key
       :   -+ : :8 :     8 - copper key
       :10 -+ : +::+     9 - gold key
       +--+ +-+ +::+    10 - teleporter
 +----+     : : :9 :    11 - key
 :    :     : : +--+    12 - torture room
 : 12 +-----+ +---+     13 - power cube
 :    +---++-----+:     14 - teleporter
 :    :   ::     ::
 +++--+ +-+++    ::    ++
  ::    :11 +----+:    ::
  ::    :   +----+:    ::
  ::    +---+   +  + +-++-+
  ::    +----+  :  : : 14 :
  :+----+ 13 :  +--+ :    :
  +-----+    :       +++--+
        +--+++  +--+  ::
           :+---+  +--+:
           +----+  +---+
                +--+

 In the phase spider cave, step onto the pressure plate to open the
 portcullis for a short moment. Press the button in the east room to open
 the door to the west. There are two purple potions inside.

 Follow the hallway to another room (a training room, #3). Press the blue
 button behind a barrel to reveal a secret door in the main hallway.
 Unfortunately, the door is locked. But there's a secret button (the
 loose brick). It reveal another door.

 The hallway behind the door is trip wired, but you can jump over them.
 Take the key from room (4) on the bar table. It will unlock the door
 in the main hallway.

 The next room to the south is a trap. Push the red button in time to
 stop the moving walls. Head east to a small cavern, which is soon be
 filled with water. Use the small valve on the south wall to open the
 door to another room (7). Use the big valve to lower the water level and
 take the key.

 Take the copper key in room (8) to open a chest in room (9) with it.
 Beware: all the other chests are mimics. Take the golden key from it.

 You can find a teleporter in room (10). It will bring you to a room with
 three chests. As soon as you open one, the other two will vanish, so
 choose wisely (left: inferno scroll, middle: ring of fire scroll, right:
 summon demon scroll)

 On the opposite side to room (10) are four buttons. Press the one to the
 right to reveal another door.

 You will find a torture room (12) with a locked door. The key to the
 door is in room (11). Use the attractor to open the forcefield and douse
 the torch to the south to make the ring of fire disappear. Now take the
 key and open the door in the torture room.
 NOTE: It seems that if you enter room (11) without visiting room (12),
  the ring of fire contains not a key but a lightning sword. I haven't
  tested this yet.

 Follow the hallway until you come to room (13). Kill the demon, grab the
 power cube and press the button at the throne.

 Jump into the pit in room (14) and switch the lever to reveal another
 secret wall. Follow the hallway to a teleporter in room (15)
 NOTE: I still haven't find a way to cure the little girl. Slaying her
  does hit your karma. I have just ignored her :-(


                              +--+
                          +---+  :
                          +++-+  :
                           :: +--+
                      +--+ :+--+
                      :17+---- :
                      :  +----+:
              +--+    +--+    ::
              :19:        +--+::
              ++++        :18+:+----+
               ::         +---:+---+:
           +--+::    +--+    ++++  ::
           :  +++----+13:    :16:  ::
           :  +++-++-+  :    +--+  ::
           +--+::+--++--+        +-+:
               :::14:    +----+  :++: ..
               ::+--+    :+---+  +++: :: +--+
               ::       +--+ +--+  :+----+11:
               :+-----+ :7 : :9 :  :+----+  :
               +--++-+: ++++ ++++  ::    +--+
                  :: :+--++---++---+:
              +-+ :: +---++---------+
              : +-+:    ++++          1 - start
              : +--+    :  :          2 - power cube
              +-+       ++++          3 - key & power cube
                         +:           4 - key to room (5)
                      +-+::+-+        6 - mana restore
                      :4++++5:        7 - key
                      : ++++ :       13 - mad man
                      +-+::+-+       14 - treasure room key
                         :: +--+     16 - meteor room
                 +-------++-+ 2:     17 - button
                 :+---++-++-+  :     18 - lever
    +--+    +--+ ::  ++++:: +--+     19 - exit
    :  +----+ 3: ::  :  :::
    :  +-++-+  : ::  +--+::+-+
    +--+ :: +--+ :: +--+ :++ :
         :+------++-+  : +-+1:
         +----------+  :   +-+
             ::     +--+
          +-+::
          :6++:
          : +-+
          +-+

 Touch the crooked picture to unlock the door to the west. Follow the
 hallway until you come to a junction. Visit room (2) first.

 In room (2), the entrance will close as soon as you enter it. Step onto
 the pentagram and you will be teleported to a small cave. Search for the
 red power cube and for another pentagram. This will teleport you back to
 room (2). Grab the blue power cube and put the red one in the slot at
 the pylon next to the entrance and the wall will disappear.

 Now go back to the junction and follow the way to the west. In room (3)
 you can find another power cube and a key. Press the secret button to
 the north and a wall in the main hallway will disappear. Now back to the
 main hallway. On you way, you can touch one of the pictures and the
 floor will disappear revealing a passage to room (6) with a mana
 restoring fountain.

 Follow the main hallway to the north, past a statue of the guardian
 until you come to a portcullis. Press the blue button and the portcullis
 will open and you can enter room (7). Take the key and use the lever to
 reveal a secret passage to the north. Follow it and turn the valve to
 open the portcullis again.

 Go east from the main hallway until you come to a forcefield. Talk with
 Ciara. She searches for a treasure room key. You can find the key far on
 the other end of the hallway. Follow the hallway back, past room (7)
 until you come to a portcullis blocking your path. You have to use
 telekinesis (either from the spellbook or one of the scrolls) to push
 the blue button on the other side and the portcullis will open.

 Walk further until you come to room (13). Kill the mad man and touch the
 picture to the east to reveal a button. Push it and the gate to the cell
 (14) will open. Search the chest for the treasure room key.

 Now back to Ciara. She will give you the queen's power cube for
 exchange. Put it in the pylon near the forcefield and it will disappear.
 NOTE: There's a lever in room (11), but I haven't figure out it's meanings.
 NOTE2: The treasure room is the locked door north of Ciara, but there's
  nothing valuable in it.

 There's a copper key in the pit. It can unlock the chest nearby with
 some potions.

 Now go to room (17) and push the red button on the big chair to reveal a
 secret room (18). Use the lever in this room and the force field in
 front of room (16) will disappear. Now put all three power cubes in the
 slots in every pylon (the red one is already there) and a meteor will
 appear on the table. You have to put it on the platform, but it is too
 heavy to put it in the inventory so you have to drag&drop it. Putting it
 onto the platform will reveal a teleporter at the other end of the main
 hallway.

 Now go back to room (19), near the room, where you have found the
 treasure room key. Step onto the teleporter. It will bring you straight
 to the entrance of the Guardian's throne room and to the final sequence
 in the game!

the confrontation with the Guardian
 Now to the final showdown. Enter the throne room. Fortunately the big
 bad red guy isn't here, so you have a lot of time. Put every sigil on
 one of the eight columns.

 After done that, go into the middle of the room and enter the magic words
   SANCT VAS GRAV IN MANI AN CORP
 This will cast a magical barrier around the room. A red moon gate will
 appear and the guardian arrives. He soon starts to attack you (good time
 for a purple potion :-).

 You must hurry. Grab three of the moongate stones (they are lying
 everywhere around, the small stones with a red glow) and put them in the
 middle of the circle. Each time you've put one down, a cinematic
 sequence will occur. With the third one a voice will ask you for the
 armageddon spell. Enter
   VAS KAL AN MANI IN CORP HUR TYM

 Well, that's it, you've done it! Now lay back and watch the end sequence.



 Congratulations to Origin and Lord British for creating a worthy last part
 of a fantastic saga!

 Now waiting for Ulima-X (ex, NOT ten! ;)



=================================================
  7 Easter Eggs
=================================================

 There are a lot of small, funny jokes around in this game, as usual. Most
 of them are simply nice to look at, some other should only be done with
 saving the game first (like killing Lord British)

 NOTE: this chapter is almost entirely taken from the websites mentioned in
 the credits. Hey, a big "thank you", guys!

the freezer
 In the Avatar's house on earth, at the start of the game, open and close
 the left door of the freezer more than eight times and you will see
 something unusual.

Reflective Stove
 On Earth in the kitchen, look at the stove, the reflection is actually of
 one of Origin's artists.

Forbidden book
 After saving Joshua in Moonglow, look at the table in his house. There's a
 book named "everything an Avatar needs to know about sex". Read it.

The fan
 Behind the museum in Britain is a small hut with a funny Avatar-look-alike.

The bad boy
 If you follow the trail from the shrine of compassion to the north, past
 the statue from which Shamino spoke first to you, a burned house and a
 wide beach, you will come to a place with two thieves, two other
 townpeople, a destroyed bridge and a naughty boy who wants some money.
 He soon starts to attack you (with fireballs) so you have to kill him.
 This is another joke from the old Ultima series, where you had to kill
 one (or more) small children, just for fun, hehe..

The ghost ship
 This only happened once to me. After I've cleansed the shrine of
 compassion, I went to the Britain docks at night, to visit Raven and to
 go to Buccaneer's Den. Suddenly another ship, a ghost ship, docked and
 three ghosts walk around the dock.

The weird prisoner
 Visit the prison in LB's castle. There's a lunatic prisoner in one of the
 cells claiming he's the real Lord British. (Indeed he is. The face and the
 voice are Richard Garriot's, the creator of the Ultima series, also known
 as "Lord British"). Come back every time you've cleansed a shrine, he will
 change his speech pattern.

Killing Lord British
 You can't kill LB with weapons, there's another way (be sure to have a
 savegame, you can't solve the game without LB).
 At the Avatar's house on earth, take the rat poison from the freezer and
 put it on the breadmaker. The breadmaker will produce a poisoned loaf of
 bread, which miraculous survives the moongate :-)
 In LB's castle, go to the dining room and search for the secret door to
 LB's private dining room. Replace the bread on the plate with your poisoned
 one and LB will come and eat it. When he's poisoned, you can kill him.


=================================================
  8 Vendors
=================================================

Britain
     Giovanni               :      Bailey
                            :
  item              : gold  :   item       : gold
  ------------------+-------+--------------+------
  short sword       : 35    :   torch      : 4
  spiked club       : 60    :   sextant    : 500
  mace              : 150   :   lantern    : 48
  hand axe          : 130   :   cannonball : 322
  staff             : 55    :   bandages   : 10
  leather arms      : 85    :
  leather boots     : 50    :
  leather chest     : 150   :
  leather gauntlets : 35    :
  leather cap       : 50    :
  leather leggings  : 120   :
  steel buckler     : 60    :


Buccaneer's Den
                   Herzog

  item        : gold  :  item                : gold
  ------------+-------+----------------------+------
  trout       : 11    :  cannonball          : 322
  bread       : 7     :  scimitar            : 365
  onion       : 5     :  cutlas              : 624
  muffin      : 8     :  hand axe            : 387
  gin         : 23    :  gnarled staff       : 391
  chain boots : 389   :  twohand axe         : 795
  leather cap : 99    :  spiked club         : 130
  lantern     : 275   :  scroll: reagents    : 745
  torch       : 17    :  scroll: telekinesis : 631
  oil flask   : 167   :  scroll: fireball    : 876
  sextant     : 961   :                      :


   guild member (only after joining the guild)

  item                 : gold
  ---------------------+------
  mandrake root        : 200
  invisibility scroll  : 1300
  mana breath          : 1450
  blackrock gauntlets  : 1900
  flaming sword        : 800
  frost sword          : 2420

Moonglow
                     magic shop

  item             : gold :  item                  : gold
  -----------------+------+------------------------+------
  black pearl      : 100  :  ethernal sight scroll : 300
  blood moss       : 100  :  cure scroll           : 200
  garlic           : 100  :  fireball scroll       : 500
  ginseng          : 100  :  health potion         : 50
  spider silk      : 100  :  invisible potion      : 75
  sulphur ash      : 100  :  cure potion           : 40
  lightning scroll : 500  :


Yew
                  James

  item               : gold
  -------------------+------
  torch              : 30
  lantern            : 25
  candle             : 10
  freeze spell       : 400
  frost storm spell  : 600
  broad sword        : 100
  war hammer         : 110
  great axe          : 200
  dagger             : 40


Minoc
 All prices are after (before) cleansing the shrine.

     Irene                   :     Vaclav
                             :
  item           : gold      :  item             : gold
  ---------------+-----------+-------------------+-----------
  torch          : 6    (10) :  chain arms       : 560  (765)
  oil flask      : 8    (12) :  chain boots      : 330  (450)
  sextant        : 550 (750) :  chain chest      : 990 (1350)
  booze          : 5    (15) :  chain gauntlets  : 230  (315)
  lantern        : 55   (75) :  chain leggings   : 790 (1080)
  bread          : 4    (10) :  chain coif       : 330  (450)
  cake           : 15   (20) :  mace             : 192  (262)
  jade bracelet  : 250 (250) :  warhammer        : 385  (525)
                             :  dum dum staff    : 220  (300)
                             :  target bow       : 145  (195)


                          Elena

  item           : gold      :  item           : gold
  ---------------+-----------+-----------------+-----------
  blood moss     : 150 (210) :  cure           : 220 (375)
  garlic         : 110 (150) :  red potion     : 165 (225)
  ginseng        : 110 (150) :  yellow potion  : 165 (225)
  mandrake root  : 500 (675) :  blue potion    : 275 (375)
  black pearl    : 220 (300) :  black potion   : 550 (750)
  spider silk    : 110 (150) :  white potion   : 550 (750)
  sulphur ash    : 110 (150) :  purple potion  : 825 (1125)
  telekinesis    : 500 (700) :  orange potion  : 220 (330)
  light heal     : 165 (225) :


Trinsic

     Rupert                :    Lorence
                           :
  item            : gold   : item               : gold
  ----------------+--------+--------------------+------
  broadsword      : 440    : trout              : 10
  scythe          : 560    : bread              : 6
  claymore        : 780    : onion              : 4
  plate arms      : 1700   : torch              : 6
  plate boots     : 1000   : sextant            : 490
  plate chest     : 3000   : lantern            : 52
  plate gauntlets : 700    : levitate scroll    : 825
  plate helm      : 1000   : earthquake scroll  : 3050
  plate leggings  : 2400   :


Valoria

              provisioner

  item                 : gold
  ---------------------+------
  torch                : 5
  bandages             : 10
  yellow potion        : 150
  orange potion        : 200
  black potion         : 500
  broadsword           : 205
  flaming sword        : 3000
  battle axe           : 300
  bladed staff         : 405
  daylight scroll      : 600
  searing rain scroll  : 3000


=================================================
  9 spells
=================================================

 This is where to find certain spells. Some of them are quite unique (*)
 and so they can be found only on special places in the game. As a hint,
 don't use a scroll, unless you've found another one. Just wait until you
 reach the mage's circle and subscribe the scroll in your spellbook.
 Remember: if you use a unique scroll instead of binding it to your
 spellbook, it is lost forever!


             :       1           :        2          :        3          :
4

------------+-------------------+-------------------+-------------------+--------
-----------
             :create reagents :  :lightning bolt :   :light :            :light
heal :
  1st circle : Herzog in         : various places    : various places    :
various places
             : Bucc.Den          :                   :                   :

------------+-------------------+-------------------+-------------------+--------
-----------
             :crystal barrier : *:ethernal sight :   :infernal armor :  *:cure :
shop in
  2nd circle : Ambrosia (queen's : cathedral of love : Josuah (Moonglow) :
Moonglow
             : lair)             : under trapdoor    :                   :

------------+-------------------+-------------------+-------------------+--------
-----------
             :charm : Moonglow,  :telekinesis :      :fireball :         :fog :
Moonglow    *
  3rd circle : Shepherd's tent   : Herzog in Bucc.Den: Herzog in Bucc.Den: near
entrance to
             :                   :                   :                   :
Deceit
(Sorceress)

------------+-------------------+-------------------+-------------------+--------
-----------
             :time stop :        :wizard eye :      *:day : Trinsic
*:freeze : shop
  4th circle : in the Abyss; area: Josuah (Moonglow) : (in crypt)        : in
Yew
             : of earth          :                   :                   :

------------+-------------------+-------------------+-------------------+--------
-----------
             :summon undead : Yew:leviatate : Tower  :bolt of flame :   *:full
heal : Deceit,
  5th circle : in hut with      *: of mad mage, NW   : shrine of justice,: in
the
small maze
             : crates            : of Paws           :cast fire in statue: /w 2-
hand-hammer

------------+-------------------+-------------------+-------------------+--------
-----------
             :meteorite : small *:invisibility :    *:ring of fire : near:mana
breathe
  6th circle : cave SW of Yew    : liche in skara    : village of dawn   :
Valoria, knights
             :                   : brae              :                   : house

------------+-------------------+-------------------+-------------------+--------
-----------
             :death : Skara Brae,:teleport : Serpents:summon demon :    *:frost
storm :
  7th circle : statue's mouth    : Hold, archmage's  : ritual in destard : shop
in Yew
             :                   : room              :                   :

------------+-------------------+-------------------+-------------------+--------
-----------
             :earthquake :       :lightning storm :  :inferno :
Trinsic,*:searing
rain :
  8th circle : Trinsic shop after: ruins of empath   : house /w phase    : shop
in Valoria
             : cleansing shrine  : abbey             : spiders           :



=================================================
 10 special weapons and items
=================================================

 There are several unique items in the game which can only be found
 in special places. These can either be items used for the gameplay and for
 onyl one special occasions through the plot, or they are magical items,
 which are useful in the whole game like armor and weapons.

 Here's a list of some of these unique items and a short description where
 they can be found:

 Weapons
 ~~~~~~~
  Flaming Sword:    In the middle of the hedge maze at Lord British's castle,
                    it can also be bought at two vendors later in the game.

  Gringolet:        In Minoc/Cove, in a tunnel from the central lake

  Longsword:        In a Goblin camp on the northern trail (12'55N,10'58E)

  Claymore:         In a cave west from Yew, over the long bridge from the
                    shrine

  2-handed sword:   In the underwater crypt where you can learn the master 2H-
skill

  Sword of frost:   By the ice dragon near the Empath Abbey (32'3N,12'12E, you
need
                    'ethernal sight' to find it) and at the pirate's shop in
                    Buccaneer's Den

  Sword of thunder: Dungeon Shame in the great column cave, and later in the
abyss

  Crook of charming: In Stonegate, if you've choosen the Shepherd.

  Staff of death:   Trinsic, in a cave guarded by two goblins. In the small
                    pool.

  Glass sword:      Three known places: (1) in the queen's chamber in Ambrosia
                    (2) There's a wishing well in Britain, near the cathedral.
Look around
                    and you will find some coins. DON'T put them in your
backpack. Throw one in
                    the well instead.
                    The third place is a cave in the crystal mountains, between
Yew
                    and Britain, but it's very tricky to reach (without cheats,
of course :)
                    It's located at 7'39S 27'8W

  Blackrock sword:  Rupert, the blacksmith in Trinsic

  Longbow:          Raliegh in Yew, there lies one in the practice area, you can
also buy
                    one from him.

  War bow:          Valoria, in a shipwreck underwater, at southern end of
                    isle

  Iolo's Bow:       Iolo gives it to you after teaching you the master archery
skill

 Blackrock Armor
 ~~~~~~~~~~~~~~~
  Blackrock arms:      Isle of the Avater, on trail half way up the
                       mountain, behind rock on the west

  Blackrock boots:     Underwater ruins of Serpent's Hold, behind a binding
                       pentagram in the wizard's room

  Blackrock chest:     In the pirate's shop in Buccaneer's Den, in the
                       cupboard

  Blackrock gauntlets: Buy from the pirate in Buccaneer's Den. Also in the
                       chest with blackrock helm in Skara Brae, see below

  Blackrock helm:      Skara Brae, in the chest at the east end of the isle,
                       next to the way to Trinsic
                       NOTE: it seems that you have to be a ranger to open
                       the chest. There's a key in the chest in Stonegate right
                       after the start of the game, but only if you've choosen
                       the carrer of a Ranger.

  Blackrock leggings:  Ethernal plane (after summoning Pyros). Kill the
                       dragon and open the chest

 Special armor
 ~~~~~~~~~~~~~
  Arms of the magi:    Moonglow, in an abandoned ship wreck
  (reduces used amount of mana)

  Swamp boots:         Hythloth, in the swamp room
  (protection against poinson)

  Chest of the troll:  Treasure room of the red dragon, Destard
  (slowly restores hiptoints)

  gauntlets of fury:   small alcove in Buccaneer's Den. Fire the cannon at
  (+ 5 pts damage)     63'22S,4'36W two times and a small cave to the north
                       will be opened

  Helm of radiance:    Covetous, 3rd level, at healing pool at the end of
  (emits light)        the lore tracks

  Leggings of Sentri:  In the lake at the northern part of Trinsic
  (better jumping)


=================================================
 11 how to cheat
=================================================

unlimited reagents
 One of the more annoying parts of the game is the search for reagents
 when you need some. This cheat is surprisingly easy: just keep a bag
 with one of ALL eight reagents. Place the scroll and the necessary
 reagents on the pentagram and light the candles as usual. The game will
 ask you for the incarnation words, as usual . DONT TYPE THEM yet.
 Instead, grab the reagents (and even the scroll, if you want), put them
 back in your inventory and enter the incarnation. Although there are no
 reagents on the pentagram the game don't care and binds the spell in
 your spellbook. Nice little trick, eh?

easy fighting cheat
 Monsters won't attack you whith your inventory open. But there's a flaw
 in the gameplay: you can press the 'Q'-Key while while your backpack or
 a bag is open and you will have the full control over the Avatar,
 including attacks. Now you can easily smash any enemy while they are
 still ignoring you.

Invulnerable
 So, you don't manage to kill even the smallest rat? Beaten by a thief?
 Or you want to see all parts of Britannia even before the plot allows
 it? Tsk, tsk, cheating is what you want, I see.

 Well, there are some useful cheats for this game, including the famous
 "God-Mode".

 (a) first locate the file "default.kmp" in your ascension directory
 (b) open it with a text editor (but of course)
 (c) find the "[DEVELOPMENT CONTROL COMMANDS]" part
 (d) now you can add some custom keyboard commands. For example, add
     "  ctrl+f    = toggle_avatar_fly"
     as a command. Now whenever you press ctrl-f in the game, the Avatar can fly
     around. You can choose almost every possible key (read the comments in the
     file)

 Now there are several possible cheat commands you can add. The ones I've found
are:

  toggle_avatar_invulnerable : the mighty "god mode" of course. Your hitpoints
                               won't fall, even if you walk through lava. NOTE:
                               this don't affect the mana count and you can
still
                               suffer from poison if you don't use the swamp
boots.
  toggle_avatar_fly :          This is not simply a "levitate" spell, it also
let
                               the Avatar "phases" through walls, mountains or
any
                               object in the game, comparable to some "no-clip"
                               cheats in 3D-shooters.
  toggle_avatar_fast :         very useful. The Avatar will run as fast  as
                               possible, well, as possible as your hardware able
to.
  pass_one_hour,
  unpass_one_hour :            Time machine! Sets the clock.

  pass_one_minute,
  unpass_one_minute :          ditto, if you want the exact time

  sunrise_sunset :             toggles between sunrise and sunset

  toggle_sun
  toggle_wind
  toggle_storms :              still don't know what these three are doing...

 only with game >1.05

  recharge_mana :              what it says
  fill_spellbook :             gives you all spells


 You can bind any of these commands to any desired key.

 But a big warning: you should use these commands, especially the "fly"
 cheat only for experimental reasons or as the last solution. For
 example, fly to the mountains in Britain just after the start may cause
 a crash later in the game (because you haven't talked to LB at first).
 If you use the fly cheat, you should use it only at places you've
 already visited, because in fly mode the game would not notice it if
 you've walked over 'special points' where some internal switches for the
 game have to be set.

Easter Egg room
 As in previous Ultima games, there are some "special locations" in the
 game. One of these locations is found very early in the game, on Earth,
 where the game starts. Outside your house on the training area, go to
 the sword training dummy. The thing is to go to the other side of the
 fence. One way is to walk to the two-handed sword in the stone and wait
 for Hawkwind's ankh to appear. You can jump onto this ankh. From there
 jump onto the top of the dummy and over the fence. It's a little tricky
 to get the right angle. If you are lazy, use the "fly" cheat.
 Once you are on the other side of the fence, search the big tree for a
 hidden lever. It's on the western side, covered by a bush. Flip the
 lever and several teleport pads will appear. Some of these pads are
 inactive, others will teleport you to different locations in Britannia
 or give you special armor.
 The pads are:
                                                 __
                                                   \
                                              tree :
                                           /w lever:     dummy
   1                                               :  sword
                                                   :
   2   5   7   9  11  13  15  17  19   21 23       :
                                             25    :
   3   6   8  10  12  14  16  18  20   22 24       :
                                                   :
   4                                               :
                                                ___/fence


  1  - regular game, as walking through the moongate
  2  - Terfin
  3  - Buccaneer's Den
  4  - Ambrosia
  7  - Despise
  8  - LB's Castle
  10 - Valoria
  14 - Minoc
  16 - Jhelom
  18 - Skara Brae
  20 - New Magincia
  21 - all special clothes in the game, like Arms of the magi etc.
  22 - Wyrmuard armor
  23 - Raven's choice (pirate outfit, not very protective)
  24 - Skeleton armor
  25 - Blackrock armor (this is it :-)

 NOTE: I still can't figure out the other pads. Some of them simply
 teleport you to the same place you are, others seem to be inactive and
 don't do anything noticeable. Maybe they are changing the stats or
 something unknown (remember: you don't have your full equipment on
 earth)

 There is a small trick to keep the armor and the weapons when you want
 to play this game regulary, that means walking to the gipsy, get your
 stats with the tarot cards, then walk through the moongate and so on.
 Just talk with the gipsy and get your class, but _do not walk through
 the moongate_! Go to the teleporters behind the trainig area instead.
 Make sure you have your 2-handed sword and the longbow (good weapons)
 and step onto one of the armor teleporters (I would recomend the
 blackrock, of course).
 NOTE: It is a good tip to take the medical kit from the Avatar's house
 and leave it in Britain. It normally vanish through the moongate, although
 it has unlimited healings :-)
 Now step onto teleporter no. 8 to go to Lord British's castle. Walk into
 your room and drop all of your weapons and armor. It will be still there
 when you arrive in Britain through the regular gameplay. Now use the
 "fly" cheat and fly to the north to stonegate. Fly to the top of the
 tower. A teleporter platform will materialize. If you step onto the
 teleporter it will be the same as the moongate on earth, that means a
 cinematic sequence and you will arrive in Stonegate with your default
 equipment (everything else from Earth will be lost, as you know it), but
 the blackrock armor, the sword and the longbow will wait for you in LB's
 castle.
 NOTE: if you want to have the items just right at the start in
 Stonegate, you have to walk into the Stonegate tower through the regular
 entrance (to load the map). After you are in Stonegate, use the "fly"
 cheat to fly to the topmost chamber. DO NOT get your spellbook! Just
 drop the items and fly back to the entrance and leave Stonegate. Now fly
 to the top of the tower, step onto the teleporter and continue your
 game.


=================================================
 12 Credits and thanks
=================================================

 This document was written by Ingo Hoffmann between Dec '99 and Feb 2000.

 It was created using the Programmer's File Editor by Allan Phillips.

 This document is freeware. It can be distributed, edited and changed in
 any manner, as long as my name is somehow mentioned ;-)

 The author is not responsible for any errors or malfunctions of the
 game while using this document.

 You can contact the author via ihoff@rz.tu-ilmenau.de or ihoffi@aol.com.
 You can find the latest version of this text at
  http://www.rz.tu-ilmenau.de/~ihoff/ultima.html

 I would like to thank these people or groups, who have given me the
 informations I needed, when I was stuck:
 *  the official Ultima Ascension forum at http://boards.owo.com/
    for giving me dozens of small, useful tips.
 *  "the wayward Avatar" at http://rpgplanet.com/ultima9/
    maintenanced by Kurse Dragon (aka Jeff Allen)
 *  "Spanky's Ascension spoilers" at
    http://www.jackchaos.com/pfeatures/ascension/spoilers.html
 *  Terilem Dragon (James Dangerfield) and Sith Dragon (Lawrence Deneault)
    for their wonderful websites, when Ultima9 was still a dream :-)
 *  and finally Sagacious Dragon (Adrian Yau) for his great walkthru of Ultima7
Serpent Isle
    8 years ago, which inspired me doing this text.


 Ultima 9 Ascension, the Ultima games and the Avatar are registered trademarks
 by ORIGIN Systems Inc.


February 2000
Ilmenau (Germany)

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