Ultima V: Warriors of Destiny Walkthrough / Solution / FAQ By Jacky Swallia - 2001 MightyHamsterX@aol.com Contents: 1. Introduction: -About me -FAQ History -Credits & Legal stuff 2. History of Britannia (brief): 3. Beginning the quest: -Choosing your path 4. The Walkthrough (semi non-spoiler) -Suggestions for the journey 5. The Spoilers -Mantras & Shrines -Words of Power -Quests -The shrines and the Codex -The Artifacts -The shards and the Shadowlords -The final journey 6. Spells & Reagents 7. Potions & Scrolls 8. Weapons & Armour 9. The Resistance and the Oppression 10. The Night Sky 11. Items & Services 12. Moongates & Moonstones 13. Party Characters 14. Monsters & Battle 15. FAQ 16. Closing thoughts 1. Introduction: This is my first attempt at a walkthrough and if I do say so myself, I think it's pretty good. You will find everything here to complete Ultima V and then some. If you have any questions, comments, suggestions, corrections, please e-mail me. If you find this guide helpful and you like it, please let me know also as I need the boost in self-esteem every once in a while. MightyHamsterX@aol.com History: V 1.1: 8/13/01 - Corrected some spelling mistakes and fixed the formatting so hopefully it's more readable. V 1.0: 8/11/01 - My first attempt so cut me some slack! It's as complete as I can make it right now, but that does not mean in any way that I won't be adding things in the future. Credits & Legal Stuff: Ultima is copyrighted by Origin Systems, Inc. I am not associated with Origin by any stretch of the imagination and neither is my walkthrough, but they defiantly deserve their credit where it's due. This walkthrough is my work and is 100% copyrighted by me, Jacky Swallia. Plagiarism is no joke so don't go there. I made this walkthrough so people can have a complete guide to Ultima V, so please feel free to use it for your personal use as you like, but under no circumstances may this be reproduced and/or sold for use of any kind without MY permission! As of right now this walkthrough may only be found at the following sites: www.gamefaqs.com, www.gamewinners.com and www.neoseeker.com so if you see it anywhere else, please let me know so I can go act ugly up on someone. If you want this to appear on your web site, all you have to do is ask. E-mail me and odds are I'll give you the go ahead to post it. For the most part this walkthrough is the result of many, many, many (and I do mean MANY) hours of personal game play, but some sections simply could not have been possible without the book "Paths of Destiny" and of course the Book of Lore. 2. Brief History of Britannia: I am not going to go into a detailed history because basically, it's not that important. And the first three Ultima games were a little before my time and I never really got into them anyway. But here is the story, as I understand it from the Book of Lore. In the beginning Britannia was knows as Sosaria. At a time long ago in our world, a young guy was becoming more and more discouraged by the way things were going (if only he could see what's going on now!). The guy goes walking one day and finds a moongate and goes through to Sosaria and meets Shamino. Shamino decides to call the guy British because he was from the British Isles. Anyway, British became a great guy and eventually became Lord British. In the First Age of Darkness, the main baddie was Mondain, a generally nasty guy. He kills his father, takes his sun gem and tries to make himself immortal with it. He goes on a terror spree and Lord British calls on a stranger to come and save Sosaria. A stranger comes, defeats Mondain, and all is well for a while. In the Second Age of Darkness Minax, Mondain's apprentice picks up where Mondain left off. Again Lord British calls for a hero and a hero answers the call, comes and defeats Minax and again all is well. So a while passes and Sosaria then falls into the Third Age of Darkness. An island appears in Sosaria with fire and evil all around it. You would think people would notice a fiery island just spring up overnight. Anyway, Lord British again calls for a hero and this time 4 heroes show up. Exodus is defeated and the city-states of Sosaria become united under Lord British and the land is re-named Britannia. Now that three ages of darkness have been overcome, the Age of the Avatar is among us. Nobody is terrorizing Britannia, but Lord British feels his people need an example of how to live, so he calls on yet another hero to go on the Quest of the Avatar conquer the Great Stygian Abyss and the Codex of Ultimate Wisdom. All that being said, here we are now. All that evil has been conquered, but the dungeons are still hanging around breeding monsters and those monsters are just roaming Britannia and that just cannot be. Lord British assembles the Great Council and they seal off the dungeons and raise the Codex. Everything is great, right? Wrong! It seems Lord British has gotten himself in a little trouble. OK, a lot of trouble. He's gotten himself lost in the Underworld and with him gone, Lord Blackthorn has taken control of Britannia. That wouldn't be so bad, except Blackthorn is under the control of the Shadowlords and they do not have good intentions. So here, you the hero, are again. Hold on tight because this Ultima V is going to blow you away. 3. Beginning the Quest: Choosing your path If you've played Ultima IV, then you know how this works. But for those who have not, here's how it goes. You're walking and you meet the gypsy who's going to help you choose your path. You are asked a series of virtue related questions and you are asked to choose between one option and another. In Ultima IV what you chose determined your character class and where you started the game, pretty important stuff. But in Ultima V, you start the game as an Avatar in Iolo's Hut regardless of what you choose. It's strictly personal preference here and as far as I can tell, it does not affect your character much what you choose. 4. The Walkthrough (semi-spoiler free) I have decided to write a semi-spoiler free walkthrough for a few reasons. For those people who want to explore on their own, but just want a hint here and there, for those people who just want to be reminded of one point in the game and for those people who don't want to be complete cheaters. For those people who want someone to hold their hand and tell them every detail, don't get your panties in a bunch. I have plenty of spoilers later in the guide. Remember, this walkthrough is only a guide, it's not carved in stone. I am simply presenting all of the things needed to complete the game. How you go about doing these things is entirely up to you. You can go any order you want. It won't hurt my feelings if you want to do things different than I have here. OK, so here goes. Probably the most time consuming part of the game is getting your Avatar up to level 8, which is 6,400 experience points. This takes a long, long, long time and there are no real shortcuts I have found, so just battle away. The next task is not nearly so difficult, but just as time consuming. This is the task of visiting each shrine and going on a quest to the codex. You're going to need a ship to even start this one because the Codex is on the Isle of Avatar and there is no other way to get there. Before you attempt this you're going to need to find all the mantras also because the shrines don't appreciate you meditating with the wrong mantra. The mantras are pretty easy to find, but if you need help for this task, check the spoiler section on shrines. Once you have a mantra for a virtue, go to its shrine and meditate. The shrine will tell you what to do next. Do this for each shrine and when you finish, you will get an important message revealing a little about what's to come. This task is actually a series of small tasks. Not only do you have to rescue Lord British from the underworld, but you've got to take him a bunch of stuff he left behind also. This wouldn't be so bad, except that the stuff he needs is scattered throughout Britannia and you've got to find it. The first item you need to find is Lord British's Crown. The crown is in Lord Blackthorn's castle and if you get it early enough in the game, it can be very useful to you before you go into the Underworld also. The next item you need to rescue is Lord British's scepter from Stonegate, the keep of the Shadowlords. This is one of the more difficult items to recover, so good luck. Next, you need to get the sandalwood box. This is in the top of Lord British's castle, behind a hidden wall and some magically locked doors. And finally you need to get Lord British's amulet from the Underworld. I saved this one for last because you really should not be roaming the Underworld early in the game anyhow. But remember, you can do these in any order you want and if you need more help see the spoiler section on quests. Something else that should also be completed later in the game is obtaining the shards from the Underworld. I cannot stress how dangerous the Underworld is and you should really wait a while to attempt this. In any case, if you've paid any attention to the NPC's in the game, you know that each Shadowlord is the spawn of a shard and there are three shards: Falsehood, Cowardice and Hatred. The shards are the remnants of the gem of Mondain, if you're familiar with the earlier Ultima games. Anyway, the shards are in the Underworld and the Underworld is huge and it's a whole lot of nothing. Plan on spending the majority of the later part of the game down there. Now, I'm not going to leave you hanging like that. I spent a long time writing a very detailed walkthrough to getting each shard so you don't have to suffer like I did. It's later in the guide under shards & Shadowlords if you need help. Of course, you're free to try to find them yourself. If you do this, plan on spending a long, long, long time in the Underworld. Once you get the shards head back to Britannia and to the three main keeps. From here go to the flame for each castle and summon the Shadowlord opposite the principle of the keep by yelling it's name. Once it appears, cast the shard into the flame and both the Shadowlord and the shard are gone forever. The above tasks are the required tasks to complete the game. There's no skipping any of them. Once you complete them, Lord British will appear to you in one of those apparitions he's famous for. He will tell you your time has come and to come and get him. This next part is just some suggestions for the long journey ahead and some information on how to get some items and so forth. I promise, it's still pretty much spoiler-free, but as always more details can be found later in the guide. This game is pretty difficult to write a traditional walkthrough for because it's not linear and there are optional things, so all I'm offering here is suggestions. Take them for what you will. You start the game in Iolo's Hut, regardless of what you chose in the intro. Iolo's hut is south of Yew, so that's probably a good place to start heading towards. Jaana is here waiting for you underground, hiding like the rest of your party members will be. It's probably a good idea to get her right away because you need a magic user. To the west of Yew is Empath Abbey. Go here next and get the grapple from Lord Michael right away because this is such an important item and it's often forgotten. Julia and Toshi here will also join your party, if you want them. You're going to want to start making the rounds of the various cities. There is so much information in each one that you should really talk to everyone. If you talk to someone and it seems like they're holding back information, odds are they are. You just have to know what buttons to push to get people to talk. The guards, however, will not talk to you except to take your money. Unless you don't mind losing a lot of money, stay away from the guards in most towns, especially in Minoc because they will take half your gold there. Really, they're not too hard to evade, but if you do run into one and you can't or don't pay, you will be arrested. If this happens, go quietly because if you try to fight the guards you will probably lose very badly. Either way, you will be taken to the prison in Yew and it's really not too hard to escape, but remember when the guards arrest you, they take your keys. While you're checking out the cities, every once in a while you'll enter one and you'll get some spooky music and some text that says "An air of Hatred/Falsehood/Cowardice doth surround thee..." This means that there's a Shadowlord in town and it's best just to leave. People will attack you or lie to you or steal from you or overcharge you in stores and moreover, you'll probably run into a Shadowlord in the middle of town and they will kill you. There is no way to defeat them in battle and no way to escape. The Shadowlord only stays in town for one day, so the next day it will probably be safe, unless a different Shadowlord invades, which is entirely possible too. There is a way to predict the Shadowlord's invasions. The best people to ask about this would be astronomers, but for more on this, check out the section on the night sky. I suggest trying to get to Minoc pretty early because in the northwest corner of town there is a lone tree and if you search it you find 5 skull keys. Each day this supply is replaced so you can always go back for more. Skull keys unlock magic doors and the sooner you get them, the better. There is also a spell that can unlock magic doors, but you probably won't be at the fifth circle for quite some time. After you get the skull keys, you can get the magic carpet, which is so incredibly useful. It's locked away at the top of Lord British's castle behind the magic door. The magic carpet can go over poison, traps and shallow water safely. Getting this early in the game will make travel so much faster and will increase your range without having to buy a skiff. When you do finally get the urge to travel the seas, don't buy a ship. If you wander around the coast enough, especially the cape around Minoc, you will run into pirates. The prices for ships are outrageous and it's not worth it. Once you do get a ship, you're going to need the HMS Cape Plans from East Brittany. These rig your ship for double speed and makes sea travel so much easier. Plus, you can outrun sea monsters easier. I also suggest getting to Jhelom as soon as possible, either as soon as you get a ship or as soon as the moongates are favorable. Why? In the southeast corner, outside the city walls, there is a tree stump and in that stump is a magic axe. You're going to want this weapon. It's the most powerful and you need a good, ranged, power weapon for your Avatar and odds are you're not going to have the gold to actually buy a magic axe for quite a while. So don't pass up this freebie! If you decide to divulge into the world of the Oppression, you're going to hear about the Black Badge. This can be a useful item to have. If you wear it in Blackthorn's castle, the guards will leave you alone. All they'll do is talk to you once and then you're free to wander the castle as you please. This is especially helpful in getting back Lord British's crown. Sounds great, right? Well, it's not called the BLACK Badge for nothing. You have to get pretty deep into the Oppression and finally Elisteria in Windmere will give it to you, but it kills your karma. You can always redeem your karma, but it takes a while, so it's really up to you. While you're in Windmere you'll run unto another Oppression higher-up named Thurd. He will give you the jeweled armour and weapons, which seem like a great deal, but that could not be more false. The jeweled weapons will never cause any damage to any creature and the armour couldn't protect you from a little girl's sneeze. And you can't sell them in any shop, so they are really, completely useless. Don't take them, they will damage your karma and for no good whatsoever. The last part of the game involves finally going to bring back the true and rightful King, Lord British. I'm not going to completely spoil it here, but I will tell you that once you complete all the tasks and Lord British ordains you via apparition, you'll need to go to the dungeon Shame. This is the only dungeon that connects to the Underworld in the area where you need to be. Once you get to the Underworld you're going to meet a new challenge in the dungeon Doom. Conquer this and congratulations! You've just finished Ultima V! 5. The Spoilers Ok, so here's what you really want. The spoilers. Here is all the information you need to know, but are too lazy to go and find yourself. Please note that I have not figured out a way to make the rune alphabet in Ultima V from Courier New font, so I have translated sextant coordinates and scrolls and some other things into English. If you don't have the documentation that comes with the game that has the alphabet, I understand that it can be found almost anywhere on the Internet or even in encyclopedias so just look around a little and you'll find it. The Mantras: Interestingly enough, the mantras are the same as in Ultima IV and so are the locations of the shrines. I should also point out that there are no runes of entry required to enter shrines in Ultima V. So don't go looking for them like an idiot like I did. Anyone can just wander into a shrine anytime. Virtue City Mantra Ask Shrine Location Compassion Britain MU Greyson F'M" I'A" - West of Cove Honor Trinsic SUMM Grumman M'P" F'B" - West of Trinsic Justice Yew BEH Chamfort A'L" E'J" - North of Yew Sacrifice Minoc CAH Rew C'N" M'N" - SE of Minoc Honesty Moonglow AHM Malifora P'A" O'P" - N of Moonglow Valor Jhelom RA Thorne O'F" C'E" - South of Jhelom Spirituality Skara Brae OM Kindor Enter moongates at midnight Humility New Magincia LUM Wartow N'I" O'H" - N of the Codex Words of Power: Each of the members of the Great Council, and some other people know one Word of Power. Respectively, they only know the word of power for the dungeon opposite the virtue of the town they are found in. For some of the people, it's like pulling teeth to get the word out of them. So here they all are for you, completely pain free! Dungeon Location Word Town Ask Despise E'D" F'L" - NE Britain VILIS Britian Annon @ the inn Shame G'G" D'K" - SE Skara Brae INFAMA Trinsic Sindar @ healer Wrong B'E" H'O" - E shrine MALUM Yew Felspar in jail Covetous B'L" J'M" - S of Minoc AVIDUS Minoc Sleeping guy Deceit E'J" P'A" - SE shrine FALLAX Moonglow Malfora NW town Destard K'I" E'I" - W of Trinsic INOPIA Jhelom Goeth in tower Hythloth P'A" O'P" - Isle Avatar IGNAVUS New Mag Hassad in prison Doom The Underworld VERAMOCOR Learned in the Codex Note on the dungeons: They are not nearly important here as they were in Ultima IV. It was imperative to the completion of the game to traverse the dungeon to find the stone, or you could not complete the Abyss. Here, dungeons are little more than good places for experience and gold and a connection to the Underworld. They are in no way necessary to completing the game, with the exception of Shame to get to the Underworld and Doom. For this reason, I do not have walkthroughs on the dungeons here. That is something I am considering working on as an in- depth FAQ, so look for that in the future, possibly. Quests: There are some things that are *required* to complete Ultima V. They are presented in no particular order here. You can complete them in whatever way you find easiest, but they all must be completed. Once you think you have them ALL completed, hole up and camp. If you've done everything right, Lord British will appear in one of his famous apparitions and ordain you to come rescue him. And then the real fun begins. If you think you've completed all the quests and Lord British has not ordained you, then you are missing something. Maybe it's an artifact or maybe you just don't have the experience points yet. I'm sure you'll figure it out. You're a smart cookie. The shrines and the Codex: You will need a boat for this section. Basically how this goes is like this. Go to a shrine and meditate. The shrine will ordain you on a quest to the Codex. Get on your ship, sail to south of Moonglow to the south end of the Isle of Avatar and go to the Codex. You will not be allowed into the Codex unless you are on a quest from a shrine. See those blue statues? Those are the Guardians and there is no way around them unless you are on a quest from a shrine. No, you can't attack them and even if you could, do you really think you'd win? Anyway, in case you didn't get it the first time, YOU MUST BE ON A QUEST to enter the Codex. OK, so you enter the Codex and wow! The page is turned just to the one you were looking for! Personally, having played and solved Ultima IV, I would have thought the Codex of Ultimate Wisdom would be a little more impressive than just a book in an empty room, but such is life. Anyway, after you drink in the elixir of knowledge that is the Codex, go back to the shrine that ordained you and ta-da! You've completed 1/8 of this part. Do this for each shrine and you will get a final message that goes something like this: "Beyond Shames egress in the centre of the Underworld there is a place of darkness. Beyond this darkness lies the gate to the core of the world. When thou art ready thou must call forth Veramocor to unlock the gate and venture past ethereal words and stealers of souls. That which the world hath, dost awaits thy coming!" Basically what this is telling you that when you do finally complete everything you need to enter the Underworld through the dungeon Shame and use the word of power from Ultima IV to get into the dark place (Doom) where you will eventually find Lord British. An interesting note on shrines in Ultima V is that they now take donations. After you complete a shrine's Codex quest, if you go back to the shrine and meditate, it will ask for an offering and in return your karma and virtue will improve. I usually only do this once per shrine because I'm a good Avatar and I usually don't need it, but you can certainly do it more if your virtue is in trouble from getting mixed up in the Oppression or something. Experience: One of the more time consuming tasks to complete is getting your Avatar up to level 8. This requires 6,400 experience points and will probably take up the entire game time. You may even find yourself with all other tasks completed and still working on this one. A tip for getting this done is in battle set your Avatar as the active player. To do this, press 1 on the keyboard (assuming your Avatar is the first character in your party) and your Avatar will be the only one attacking. This can be done with any character also and it makes getting items from chests after battle a lot easier also. Also to make this completely clear, ONLY the Avatar must be at level 8. It doesn't matter what level the rest of your party is at, although if you plan on them living through the Underworld and Doom, they should be at level 5 - 6 or higher. Now you may be wondering, exactly how do you level up? In Ultima IV, Lord British was always at your beck and call in his castle to level you up, but since he's lost in the Underworld now, that might be a bit of a problem, right? Wrong! All you have to do is hole up and camp and Lord British will appear in your fire as an apparition and level your party up if they have enough experience, plus he will heal everyone regardless if they level up or not. Now, Lord British does not appear every time you camp, even if your people are ready to level up. You just have to be patient and wait for him. Ghosts take their sweet time in appearing in your campfire, but he will come. The Artifacts: Not only do you have to rescue Lord British from the Underworld, you've got to take him a bunch of his junk he left in Britannia also. Personally, I find this to be one of the easier quests and I usually try to complete this one first. The Crown: As soon as Lord British disappeared, Blackthorn wasted no time in swiping his crown. He keeps it locked away in the highest tower in his castle, but it really is not that difficult to get. If you have the Black Badge, the guards will pretty much leave you alone and you can wander Blackthorn's castle unbothered. Work your way to the top, and be sure you have some skull keys or magic unlock spells because the crown is behind a magic door. Also, prepare to battle some statues when you get to the tower. Don't unlock the door until you defeat all the statues because each time you battle, the door just locks itself again. Grab the crown and split. If you choose to keep your karma intact and not get the Black Badge, this task is going to be much more difficult. There are a lot of guards and they're pretty tough to evade. It's possible, but difficult to work your way all the way to the top without getting caught. The Sceptre: This can either be one of the easiest or the hardest items to recover, depending on when you attempt it. Lord British's sceptre is being held in Stonegate, which is the keep of the Shadowlords. Stonegate is located in the mountains east of Cove and you need the grapple to get to it. You cannot blink to it, but you can blink out of it. The easy way is to wait until later in the game after you have destroyed the Shadowlords and you won't have to worry about them. There is also a daemon in Stonegate named Balinor and he's basically just a nasty guy. He is there whether or not you destroy the Shadowlords first. He asks you a question to challenge his intellect. "What is as tall as a house, round as a cup and all the kings horses can't draw it up?" I understand the answer is "well" but he will attack you no matter what you say, but you'll make short work of him. You also need the magic carpet here because there is no way around the traps and the traps will kill you instantly. The hard way is to do this while the Shadowlords are still around. This is very difficult, but I have done it once before so it is possible. You've just got to be really sneaky and evasive and it can be done. The sceptre is a useful item to have because once you get it, you never need dispel spells again. The sceptre can destroy any type of magical field, so no wonder Lord British wants it back. The Sandalwood Box: This is one of the easier items to recover and can be rescued pretty early in the game. It's in the top tower in Lord British's castle behind the same magically locked door as the magic carpet, so you can get them both at the same time. When in Lord British's chamber, play a little tune on his harpsichord that goes something like this: 678-987-8767653. If you play it correctly, the ground will shake and a section of the wall will disappear and the sandalwood box is there. The Amulet: This is a pretty difficult item to get because you have to traverse the Underworld and you should not be doing that early in the game. If you have the documentation that comes with the game, there is a journal that documents his path through the Underworld. All you have to do is follow the same path he took and you will get to their final battlefield and find the amulet, among other things. If you don't have the documentation, I have provided an abridged version here. All the directions you need to easily find the amulet are here. I have only left out the parts where they record the battles and monsters because it is really just color commentary and not that important. "Day 1: At dawn we set off on our skiff down the River Malestrom, east of Spiritwood. Before the falls, we pause to remember the brave men who discovered this entrance to the Underworld. Then we cast off and repeat their plunge into the lightless underground waterway. We land our boat on the western shore of a great lake. The cavern's low ceilings hang close over us and the humidity is oppressive." "We embark again, following a navigable stream south. After a short distance, a tributary branches to the east, but we continue south." "Abruptly, the river turns a sharp bend. The roar grows painfully loud as our skiff careens down a great fall. We row west, past a southern tributary." "The river slows as we arrive at another fork. We continue north, hugging the water-hewn stonewall on our right. As the river swings back to the southwest, we hear the sound of approaching waterfalls. We portage our skiff around the falls with little difficulty and are once again on our way. The river empties into a calm lake, stretching out beyond our sight into the murky gloom. We row south by southeast, following the shore." "Eventually at the southern shore of the lake, we follow the westernmost of two identical-looking streams. We explore several land passages along the way, but they all prove to be dead ends. The river turns north, flows on for a while, and then perversely turns south. Our first day's journey ends at this juncture." "Day 2: Setting upon the waters again, we row south. Scarcely an hour passes before we come upon another waterfall, one with no opportunities for portaging around. From the beach, however, we can see the river resuming only a few yards beyond the falls. With few options, we brace ourselves and steer over the falls. As soon as we are righted, though, the coursing water turns abruptly and we plunge down another fall. Shaken and bruised, the group has barely enough time to secure a firm grip on the boat before we plunge down a third cascade." "After a brief respite, we pass over a fourth, though smaller falls. Finally, we pass into a small, tranquil lake. We land on the south chore and examine the area. Though a large fissure in the cliff walls provides a land exit to the south, no navigable waterway leaves the cavern. There is no choice: we shoulder our remaining provisions and continue on foot through the fissure. The rough ride over the falls has eliminated another option: if we ever return to Britannia, it will not be by retracing our steps." "The path leaving the cavern is at first swampy and tedious to walk upon, but the way becomes easier as we leave the lake behind. Soon the path curves north again and we come upon a great cavern with an uneven rock ceiling many stories high. We are now walking on yellow grass-like growth." "We flee together to the north side of the cavern, slipping between rocks into a passage leading away to the east. Before long the passage turns and we head south again." "At the end of the passage, we find ourselves in a massive cavern. The walls and ceilings extend beyond the glow of our torches. We wait in vain for our echoes to return. It is difficult to fathom a cavern so large it stifles echoes. We turn to the right, hugging the southern wall. The stench of a stagnant river fills the air. As we walk, the mud gives way to sand. When we have left the river mild behind us, we encamp." "Day 3: We resume our journey eastward along the southern wall." "After the wall finally curves to the north, we take a passage out of the cavern to the northeast. The trail is rocky and wide enough for three to walk abreast. We quicken our pace." "The passage empties into a large grassy area with a high, earthen ceiling." "Day 4: Today the three of us buried the valiant knights here upon the underground battlefield where they fell. Tomorrow we shall seek our way back to our own world; our disastrous quest here is finished." "Day 5: The wraiths came this morning. There were three of them. They walked through the stone. Their blackness was deeper than the shadows from which they emerged. Advancing towards Lord British, they ignored Shaana and myself. Lord British held their gazes, murmuring words of life, healing and protection. Still they advanced. One raised its hand, pointing at our lord. Then a silver bolt struck our immortal king and he fell to the stony earth." "Shaana was frozen, transfixed. I stumbled forward, but when I touched that cloak, I shrank back. Foreboding washed over me. They took our lord with them. I was powerless to stop them. I am afraid we all are." Now, if that doesn't tell you how dangerous the Underworld, nothing will! When you get to the battlefield, you'll see a bunch of graves and the amulet. You just need to get the amulet and then make your way back to Britannia, either through a dungeon or by casting a gate spell. Or you could always just get yourself killed, if you don't mind getting killed in experience points when the Guardians bring you back. Personally, after I get the amulet I go and get the shards too so I don't have to make another trip down to the Underworld. This is detailed below. Something I find interesting about the Underworld is that you can learn the coordinates for the shards and the amulet and stuff, but you can't use the sextant in the Underworld because you can't see the moons down there. So I have not included the coordinates because I think they're useless. Those are the artifacts of Lord British's you must find before he will even ordain you to rescue him. There are no shortcuts through this part and you must find all of them to complete the game. No exceptions. The shards and the Shadowlords: This is one of the more difficult tasks to be completed. I would seriously consider waiting on this one until later in the game. It requires a lot of Underworld hopping and the Underworld is a nasty place. You'll get eaten alive if you take an in-experienced party down there. First a little word about the shards and their origin. The shards are Mondain's way of trying to control Britannia again. When Mondain's gem was destroyed, it really just split into the three shards: Falsehood, Cowardice and Hatred. Behind each Shadowlord is it's respective shard and each one is opposite one of the three principles. The three shards are now in the Underworld and you have to go and find them. When I finally go into the Underworld, I like to get as much done at once as I can. I will present my method of collecting the Underworld items, which works well for me, but as always, if you have an easier way, by all means do what you want. When you go down to the Underworld, you're going to need some stuff. First off, you must, and I mean must, have the magic carpet. A lot of the Underworld is swamp and unless you have about a bazillion An Nox spells, it's just easier to go over the swamp with the carpet so you don't keep getting poisoned. Next, you're going to need a whole mess of torches and gems. It is the Underworld and there is no light, so you must provide your own. And gems are useful for obvious reasons. You also must have the grapple. Oddly enough, there are a lot of mountains in the Underworld and most of them are climbable and you're going to need the grapple to get to the most important places. You're going to need In Por (Blink) spells too because not all of the mountains are passable by the grapple and Blink will get you over the ones that are not. Make sure you have enough food for a while also. Depending on how many party members you take, this is anywhere between 200 and 300, but the more the better. You could also take a moonstone if you're not at a high enough level to cast a gate spell, or you could plan on getting killed after you collect the items to return to Britannia. If you don't want to take a shot to the experience by getting killed, you could find a dungeon and work your way back up. Whatever tickles you. OK, once you've made your pre-Underworld preparations, take your magic carpet down the river and follow the path for getting the amulet above. Once you've got the amulet, as detailed above, start working your way towards the shard of Cowardice. To do this, take the same path out of the battlefield and back to the cavern. Keep going west and you will find a river. Follow it north and to the east. If this looks familiar, it should. It's the same path you took to get to the amulet, but here's where it changes. Take a path in the rock to the east at the small lake and you'll meet a maze of rivers. There's no good way to explain this part. The best I can offer is to follow the rivers south by southeast. Eventually they'll merge into one river. Keep following it. When it turns south, use a gem. You should see a cavern to the east. Blink to it. Go to the east of this cavern and blink east again. From here, climb the mountains north to another small mountain with a high peak. Climb west from here and blink over the last set of tall mountains. In the southeast part of this cavern is the shard of Cowardice. Now we're going after the shard of Falsehood. From Cowardice, start climbing north and work your way through the mountains. Again, the caverns are protected by high peaks so when you reach a point where you can't climb any farther, blink over the mountain. Make your way north by northeast through the mountains. You'll come to an east to west cavern. Climb the walls north and you'll come to a cavern with a path leading out north. Follow it for a while and you'll come to a place where you can climb west. You'll come to another muddy path. Follow this path south and then west and north. You'll come to a small lake. In the middle of this lake is a small island and the shard of Falsehood. Two down, one to go. From the isle of Falsehood, make your way north. You're going to see a bunch of waterfalls. You could try to navigate upstream and avoid the falls, but one misstep and you've got to start over. It's much easier to take one of the footpaths to the east or west. You're going to have to blink over the last mountain peaks ad you'll end up in an east to west watery cavern. Go west and then south. Climb south and then blink west when you can see a clear path in a gem. You're in a maze of passages now. Make your way south until you come to a big mountain. You're going to make your way in a spiral through the mountain until you get to a clearing at the top and there lies the final shard of Hatred. You don't have to climb back down the mountain to get out. Just blink north. If all of this looks difficult, that's because it is. The Underworld is not an easy place, but this is entirely possible to get everything you need in one trip. It's probably safer that way because the more you have to go down there, the more risk you take each time. So now that you've got the amulet and the shards, get out of Dodge. You're probably already on your deathbed by now so it's not a bad idea just to let some dragon have you for lunch. You get transported to Lord British's throne room, fully healed. But if you're anal like me, you're not going to do that. In this area there are two dungeons to the north, Wrong and Covetous. Try to get to one of those and just work your way back up to Britannia that way. You may still die, but at least you went down fighting. One side task I have not mentioned in the Underworld is Ararat and Johne. He was shipwrecked in the Underworld and he's just been hanging around waiting for some brave person to come rescue him. His ship is in the northwest part of the Underworld. If you plan to rescue him, make sure you have room in your party for him. He is a mage and pretty powerful. And even if you don't intend to rescue him, you might want to find him anyway and talk to him because he has a very interesting story to tell. Another thing you can do in the Underworld if you're feeling brave is to find the Mystic Armour and Weapons. I have never been able to find them myself, but I understand they are in the southeast part of the Underworld and you have to go through some lava to get to them. I also understand it's best to go through the dungeon Hythloth to get to the Underworld to find the Mystics. Although they are cool, the Mystics are not required to complete the game, so I usually don't break my neck looking for them. But you're more than welcome to give it a ahot. Once you have the shards, go to the keeps they represent and find the flame of the principle. Stand directly south of the flame and yell the Shadowlord's name. This is the only way a Shadowlord can appear in a keep, if you yell it's name. The Shadowlord will appear north of the flame. Pass one turn and it will be directly in the flame. Use the shard and it will explode and destroy the Shadowlord and both are gone forever. Do this in each keep and this part is done. One advantage to this is once the Shadowlords are destroyed, you don't have to enter towns in fear anymore. And you can just waltz into Stonegate and get Lord British's sceptre easily. Keep Principle Shard Shadowlord Ask The Lycaeum Truth Falsehood Faulinei Unknown Empath Abbey Love Hatred Astaroth Sin'Vraal Serpent's Hold Courage Cowardice Nosfentor Lord Malone The final journey: The Underworld (again) and Doom All of the above tasks being completed, it's time to bring back da man, Lord British. He's been in the Underworld a pretty long time so let's go get him and restore peace to Britannia. Before you attempt this final task, make sure you make appropriate Underworld traveling preparations. Only make sure you have more spells and food because you're going to be traversing two dungeons as well as the Underworld. As you learned in the Codex, you've got to descend to the Underworld through the dungeon Shame. It's the only one that connects to the Underworld where you'll need to be. I'm sure it's possible to get to Doom through other parts of the Underworld, but I don't care to try personally because it's so much easier to just go through Shame. Anyway, like I mentioned I do not have walkthroughs for dungeons, but I will get you past the first part of Shame. When you first enter the mine, it looks like you're trapped. You can't cast a Des Por spell, so don't even bother wasting your magic. What you're going to need to do is attack the southern walls and a secret passage will open. You're also going to have to climb the rocks on the southern wall to get to the passage too. Once you're past that, it's just like any other dungeon and you're going to have to work your own way down to level 8 and to the Underworld. Once you get to the Underworld, you're going to need to make your way east. Do a little climbing and blink a couple of times and you'll be in the center of the Underworld. Hop of your magic carpet and fly over the water and in the middle of all this is a big mountain volcano type structure. Make your way up it and to the center. You're going to be going through some lava, but that should not be a surprise for those who played Ultima IV. Anyway, once you get to the center of all this, do like the Codex told you and call on Veramocor, which is the word of power for the dungeon Doom. Now here's a little information on Doom. I don't know how I can make this clearer: You must have completed ALL THE TASKS before you will even be allowed into Doom. You MUST have vanquished the Shadowlords, you MUST have ALL of Lord British's artifacts. If you don't, you're wasting your time and resources going down there. Got it? Good. Doom is a tricky place and I wish I could offer more information about it. You cannot cast Des Por and Uus Por spells here. You must actually complete the dungeon the real way. So this also means that once you go down there, there's no going back unless you rescue Lord British or get killed. I suggest wearing the Crown down there because there are a lot of daemons and if you wear the Crown, they can't posses you. In the first level, you're going to have to use the sceptre to clear out some walls. Use a mapping gem to see where. Once you get to levels seven and eight, you're going to be going back and forth between them. It gets really annoying after a while, but there's no way around it. Eventually you will come to a room in level eight that looks like it doesn't have any exits. Walk to the mirror and congratulations! You've just completed one of the more challenging games to grace a Commodore 64! 6. Spells & Reagents: I have got to give credit for much of this section on spells to the Book of Lore. Without it, I'm sure I would have missed stuff and I want to make this as complete as possible. In Ultima IV, there was one spell for each letter on the keyboard. A is for Awaken, B for Blink and so on. In Ultima V, the spells actually have names that are significant. Each key represents one possible word in a spell and the words combine to make many more spells than in Ultima IV. It's actually pretty interesting how it works. Language of the spells: Once you know what each word in the spells mean, the spells actually make sense. Go figure. For example, the spell An Nox translated means negate poison. In reality, it's a cure spell. Pretty cool, huh? Word Meaning Word Meaning An Negate Nox Poison Bet Small Por Movement Corp Death Quas Illusion Des Down Rel Change Ex Free Sanct Protect Flam Flame Tym Time Grav Energy Uus Up Hur Wind Vas Great In Create Wis Knowledge Kal Invoke Xen Creature Lor Light Ylem Matter Mani Life Zu Sleep Reagents: There is some significance to what each reagent does and if you think about it, it actually makes sense why some spells are made of certain reagents. What's really great about Ultima V is that you can BUY mandrake and nightshade instead of going out to hunt for them. It's expensive, but sometimes it's worth it. Of course if you're poor and can't afford the outrageous prices, there is details on where to find each one later in the guide under the items section. Here is a list of reagents and the power each one has. Reagent Power Pearl Projection Moss Movement Garlic Repellant Ginseng Healing Ash Energy Silk Binding Mandrake Power Nightshade Poison Another difference between Ultima IV and V is that not all reagents are offered in every town that sells them. Each town only offers regional reagents. It can be frustrating going to a town and needing a particular reagent and then not being able to get it, especially since some of the cities in Ultima IV that had reagents do not in Ultima V and there are fewer cities in Ultima V that actually sell reagents. Hopefully this table will help a little. Also know that reagent sellers in Ultima V don't sell herbs individually. They sell them in bulk, I guess you would say. I have divided the price by the number offered to get an individual price, so keep that in mind when shopping around. Place Reagent Price Moonglow Ginseng 2 Garlic 3 Silk 3 Nightshade 12 Mandrake 13 Cove Silk 12 Nightshade 30 Mandrake 40 Yew Ash 1 Ginseng 2 Garlic 2 Silk 4 Moss 5 The Lycaeum Moss 12 Nightshade 30 Mandrake 40 Skara Brae Ash 1 Ginseng 2 Moss 5 Pearl 3 The Spells: So now you know what the words mean and why a certain spell is made of a certain reagent, here's the spell list. Each circle represents what level the character must be at to be able to cast that spell. 1st Circle: Spell Effect Time Reagents An Nox Cure Anytime Ginseng, Garlic An Zu Awaken Anytime Ginseng, Garlic Grav Por Missile Combat Ash, Pearl In Lor Light Noncombat Ash Mani Heal Anytime Ginseng, Silk 2nd Circle: Spell Effect Time Reagents An Sanct Unlock Noncombat Ash, Moss An Xen Corp Undead Combat Garlic, Ash In Wis View Noncombat Nightshade Kal Xen Call Combat Silk, Mandrake Rel Hur Wind Noncombat Ash, Moss In Xen Mani Create Food Noncombat Ginseng, Garlic, Mandrake 3rd Circle: Spell Effect Time Reagents In Flam Grav Fire Wall Combat Pearl, Ash, Silk In Nox Grav Poison Wall Combat Nightshade, Silk, Pearl In Por Blink Noncombat Silk, Moss In Zu Grav Sleep Wall Combat Ginseng, Silk, Pearl Vas Flam Fireball Combat Ash, Pearl Vas Lor Great Light Noncombat Ash, Mandrake 4th Circle: Spell Effect Time Reagents An Grav Dispel Anytime Pearl, Ash, Silk Des Por Move Down Dungeon Moss, Silk Uus Por Move Up Dungeon Moss, Silk In Sanct Protection Combat Ash, Ginseng, Garlic In Sanct Grav Protect Wall Combat Mandrake, Silk, Pearl Wis Quas Reveal Combat Silk, Nightshade 5th Circle: Spell Effect Time Reagents An Ex Por Lock Noncombat Ash, Moss, Garlic In Bet Xen Call Insects Combat Moss, Silk, Ash In Ex Por Unlock Magic Noncombat Ash, Moss In Zu Sleep Combat Ginseng, Silk, Mandrake Rel Tym Speed Combat Ash, Moss, Mandrake Vas Mani Great Heal Anytime Ginseng, Silk, Mandrake 6th Circle: Spell Effect Time Reagents An Xen Ex Charm Combat Pearl, Silk, Nightshade In An Negate Magic Combat Garlic, Ash, Mandrake In Vas Por Ylem Tremor Combat Moss, Ash, Mandrake Quas An Wis Confuse Combat Mandrake, Nightshade Wis An Ylem X-Ray Noncombat Ash, Mandrake 7th Circle: Spell Effect Time Reagents In Nox Hur Poison Wind Combat Ash, Nightshade, Moss In Quas Corp Terror Combat Garlic, Nightshade,Mandrake In Quas Wis Peer Noncombat Mandrake, Nightshade In Quas Xen Clone Combat Ash,Slk,Mos,Gnsng,Mand,Nigh Sanct Lor Invisibility Combat Moss, Mandrake, Nightshade Xen Corp Kill Combat Pearl, Nightshade 8th Circle: Spell Effect Time Reagents An Tym Stop Time Anytime Garlic, Moss, Mandrake In Flam Hur Fire Wind Combat Ash, Moss, Mandrake In Mani Corp Resurrect Anytime Ash,Slk,Gnsng,Grlc,Mos,Mndk In Vas Grav Corp Energy Combat Ash, Mandrake, Nightshade Kal Xen Corp Summon Daemon Combat Garlic,Moss, Silk, Mandrake Vas Rel Por Gate Noncombat Ash, Pearl, Mandrake 7. Scrolls & Potions Alternatives to casting spells are scrolls and potions. They have similar effects as spells and they cost no MP to use. Also, you can be at any level and get the same effect as the spell, even if the actual spell is a higher circle. Unfortunately, they only have one use each. They are found in random barrels, bookshelves and other places throughout the game and often in battles with tougher monsters, the chest will have a scroll or a potion. Many times I have poisoned myself because I did not know what a potion did, so I decided to take the guesswork out of it for you. Credit for this section should be given in part to "Paths of Destiny". Scroll Effect Potion Effect Vas Lor Great Light Blue Awaken Rel Hur Wind Yellow Heal In Sanct Protection Red Cure In An Negate Magic Green Invincibility* In Quas Wis View Orange Sleep** Kal Xen Corp Summon Daemon Purple Change form In Mani Corp Resurrect Black Invisibility An Tym Stop Time White See through walls * - Green Potions are great because they make you invincible for a battle and there is not even a regular spell that does that. Unfortunately, if you hold a green potion too long, it turns into poison. Believe me, I learned the hard way. So if you are lucky enough to find a green potion use it and use it soon! Don't save it for a later, possibly more difficult battle because odds are you're going to be drinking poison later. ** - No, this poison does not put one of your enemies to sleep. It puts whoever drinks it to sleep. I have not found a useful situation in which to use this yet. If you know one, please let me know. 8. Weapons & Armour There are some truly spectacular weapons in Ultima V and I have compiled a table of all the weapons and armor that I know of and where to buy them. Weapons are often found in chests after battle also, so you don't always have to buy them. I have found that in battles with dragons some other tough creatures leave a chest, it will sometimes have a magic axe in it. The magic axe is by far, hands down, the best weapon in the game. Any character can use it and its range is the entire battlefield. Basically, the magic axe rules. In Ultima IV whether or not a character could use a weapon depended strictly on their class, but that is not the case here. It depends more on what level they are at. Your bard may not be able to use a two-handed axe right away, but later in the game they might be able to. That is why I have not provided a table on what classes can use what weapons because it really just depends. Special weapons and armour that must be found and cannot be bought such as the glass sword and the jeweled armor are listed under items and not here. Weapon Location Price Armour Location Price Dagger Britain 1 Leather Helm Yew 15 Buccaneer Den 1 Buccaneer's Den 15 Sling Britain 10 Chain Coif British Castle 50 Club Yew 5 Serpent's Hold 50 Flaming Oil Jhelom 5 Iron Helm Minoc 120 Buccaneer Den 5 Trinsic 120 Main Gauche Buccaneer Den 15 Spiked Helm Jhelom 150 Spear Yew 7 Small Shield Minoc 40 Axe Jhelom 3 Large Shield Trinsic 70 Serpent Hold 3 Spiked Shield Jhelom 120 Short Sword Minoc 40 Magic Shield British Cast 2,000 Buccaneer Den 40 Bordermarch 2,000 Mace Minoc 50 Cloth Armour Yew 20 Jhelom 50 Leather Armour Yew 50 Mrning Star Jhelom 60 Buccaneer's Den 50 Serpent Hold 60 Ring Mail Minoc 100 Bow Britain 75 Scale Mail Trinsic 150 Arrows Britain 10 Chain Mail British Castle 300 Bordermarch 10 Serpent's Hold 300 Crossbow Britain 150 Plate Mail Trinsic 700 Serpent Hold 150 British Castle 700 Quarrels Britain 15 Serpent's Hold 15 Long Sword Brit Castle 70 2-H Hammer Bordermarch 85 Minoc 85 2-H Axe Trinsic 150 2-H Sword Trinsic 200 Halberd Trinsic 250 Serp Hold 250 SilverSword Yew 250 Brit Castle 250 Magic Bow Britain 800 Bordermarch 800 Magic Axe Yew 1,000 Bordermrch 1,000 9. The Resistance and The Oppression Since the disappearance of Lord British, the world has been divided into two groups: The Oppression backed by Lord Blackthorn and The Resistance who believe Lord British is still alive, which is treason in these times. If you want to be a good Avatar, you should join The Resistance and stay away from The Oppression, but I have found that joining The Oppression has one benefit, getting the black badge, which will help you immensely in Blackthorn's castle. Here, I have the chain of command for both as well as some as the benefits of both. The Resistance: Password - DAWN The first in the chain of command in the Resistance is Terrance, the orchard farmer in Britain. Provided you agree not to turn him in for treason, he will tell you to ask the owner of the Arms of Justice for more information. Chamfort in Yew is the man you need to see. He will then give you the password and tell you to see Landon. He is also in Yew in the same passages where you find Jaana. He will tell you that Blackthorn has stolen Lord British's crown. That's about it as far as getting into the Resistance. Oddly enough, it's harder to get into the Oppression. There are other times in the game where you will hear about the Resistance. Thentis in North Brittany will ask you a bunch of questions and if you answer correctly he will tell you to meet him by the well at midnight. You will learn some pretty interesting stuff about the Shadowlords here. Remember, you have to say the password to them or else you won't learn anything new. Joshua will tell you to talk to Sutek because he knows how to destroy the Shadowlords and Leof will tell you to see Sir Sean in the Lycaeum because he knows about Stonegate. Sutek lives on an island northeast of Serpent's Hold (the same place where the Bell was in Ultima IV). He will tell you a long story about the shards and how you've got to get them from the Underworld. He will then tell you how to destroy the Shadowlords in the flames of the principles. Sir Sean is the keeper of the flame of Truth and he will tell you how to get to Stonegate. The only other characters I've ran into that have anything to do with the Resistance are a couple of people you learn mantras and words of power from, but other than that you won't learn any new information from them. Now on to the bad guys. The Oppression: Password - IMPERA The first person you're probably going to run into from the Oppression is the weapon maker Tactus in Minoc. Basically, he'll tell you what a great guy Blackthorn is and he will ask you if you agree. If you say yes, he'll tell you to go see Judge Dryden in Yew for more information. A corrupt judge. Gee, what a surprise. Judge Dryden will tell you to go see Archmage Flain. He's in the tower in Skara Brae and you will need skull keys or unlock spells to get to him. He will finally give you the password, but you must tell him the name of a member of the Great Council to get it. After all that is done, he will tell you to go see Elistaria in Windmere. Windmere is on an island north of the shrine of sacrifice and you need the grapple to get to it. Elistaria will give you the black badge and she will tell you to talk to her buddy Thurd who is also in Windmere. Thurd's a pretty nasty guy and he will give you the jeweled weapons and armour in exchange for the password to the Resistance. I have not found any other people yet that have anything spectacular to do with the Oppression. Just some people in Blackthorn's palace, but you would expect them to be involved in the Oppression so I have not included them here. Basically, the Oppression kills your karma and your virtues and it's not even worth getting the black badge to join. It's especially not worth betraying the Resistance for the jeweled armor and weapons because they are absolutely, completely, 100% useless. So if you want to be a good Avatar, stay out of the Oppression completely. 10. The Night Sky Until you recover the shards from the Underworld and destroy the Shadowlords, you're probably going to get tired of them popping up in towns. Well, fear no more because there is a pretty accurate way of knowing where they're going to appear. In many religions and philosophies and stuff like that, comets have been significant and Britannia is no exception. So it should not be surprising that as the Shadowlords appeared, so did three comets in the sky. There are also eight planets in the sky and it should not be surprising that each planet represents a virtue either. To check the sky there are a couple of options. First, you could get the spyglass from Lord Seggallion in Farthing. Farthing is on the forested island east of Jhelom. Ask Lord Seggallion about the spyglass and he will ask you what the eight planets represent. As you already read, they represent the eight virtues. Anyway, this might be too much trouble at first because you also need a ship to get there. Fortunately, there are telescopes in the main tower in Moonglow, on the very, very top of Lord British's castle and in the tower in Skara Brae. Any of them will work just fine, just remember don't use them during the day. Anyway, at night use the spyglass or a telescope and you'll see the eight planets. They are arranged in this order: Honesty, being the closest followed by Compassion, Valor, Justice, Sacrifice, Honor, Spirituality and Humility is the farthest out. You will also see the three comets and they will be near one of the planets. Whichever planet they are near, the city of that virtue will come under attack by a Shadowlord. When you destroy the Shadowlords, the comets disappear. 11. Items & Services This section is a comprehensive guide to all the various items you can pick up along the way. Weapons and armor are not included in this section, with the exception of some special ones that must be found. For information on how to get the ones that can be bought, see the section on weapons & armour. I do not consider inns and healers and stuff like that to be items, so I have listed them as services below. Prices can vary greatly for this stuff, so shop around! Item Location Price Torches New Magincia 12 Paws 11 Buccaneer's Den 20 Keys New Magincia 30 Paws 40 Buccaneer's Den 60 Jeremy in Yew 50 Gems New Magincia 255 Paws 200 Buccaneer's Den 150 Rations Moonglow 10 Britain 15 Jhelom 20 New Magincia 37 Paws 20 The Lycaeum 30 Ale Moonglow 1 Britain 1 Jhelom 1 Paws 1 The Lycaeum 1 Wine West Brittany 1 Rum Yew 1 Buccaneer's Den 1 Mutton Moonglow 3 Britain 4 Jhelom 5 Paws 3 The Lycaeum 5 Wild Boar Yew 3 Buccaneer's Den 42 Snout New Magincia 1 Cheese West Brittany 5 Fruit New Magincia 2 Skull Keys Minoc - Grapple Lord Michael in Empath Abbey - Sextant David in Greyhaven - HMS Cape Plans East Brittany - Spyglass Lord Seggallion in Farthing - Magic Carpet Lord British's Castle - Horse Trinsic 100 North Brittany 130 Paws 160 Skiff Jhelom 200 Minoc 175 East Brittany 125 Buccaneer's Den 100 Frigate Jhelom 600 Minoc 753 East Brittany 650 Buccaneer's Den 700 Mandrake D'G" L'G" at midnight - Nightshade J'F" C'O" at midnight - Glass Sword Serpent's Spine - Black Badge Elistaria in Windmere - Jeweled Arms Thurd in Windmere - Jeweled Weapons Thurd in Windmere - Sword of Chaos Lord Blackthorn's Castle - Mystic Arms The Underworld - Mystic Weapons The Underworld - Lord British's Crown Lord Blackthorn's Castle - Lord British's Amulet The Underworld - Lord British's Sceptre Stonegate - The Sandalwood Box Lord British's Castle - Shard of Falsehood The Underworld - Shard of Hatred The Underworld - Shard of Cowardice The Underworld - Service Location Price Inn Britain 2/night per person Jhelom 3/night per person Skara Brae 2/night per person North Brittany 3/night per person Paws 2/night per person Buccaneer's Den 3/night per person Healing Minoc Free! Trinsic 40 Skara Brae 45 East Brittany 50 Cove 55 The Lycaeum 60 Empath Abbey 65 Curing Minoc Free! Trinsic 25 Skara Brae 30 East Brittany 35 Cove 40 The Lycaeum 15 Empath Abbey 10 Resurrection Minoc 200 Trinsic 215 Skara Brae 225 East Brittany 237 Cove 247 The Lycaeum 249 Empath Abbey 262 12. Moongates & Moonstones In Ultima IV, you could always count on that if you stood in front of where a moongate appeared, it would come. Ultima V has been divided into night and day and moongates only appear at night. At night a moongate will appear at each and every spot in Britannia, but they only go to two destinations a night. For example, if the first moon is a half moon waxing, no matter what moongate in Britannia you enter, you will be taken to Jhelom and only Jhelom. At just around midnight the second moon will change one phase and become a three-quarters waxing moon. So now no matter which moongate you enter, you will be taken to Yew and only Yew. If you want to go somewhere else, you'll have to wait until the next night because the moons only change twice a night. The moonstones are another new feature in Ultima V. During the day if you go to the exact spot where a moongate appears and search, you will find a moonstone. You can take this moonstone and bury it ANYWHERE you want! The possibilities are endless if you use your imagination. I've heard of people who take moonstones and bury them in the Underworld. This is another way to have easy access to the hard to reach Underworld. The gates still work in the Underworld, but because you can't see the moons down there, you might be waiting for quite some time for the gate to appear. Personally, I think it's easier to cast a gate spell if you're stuck in the Underworld and you're a high enough level to do that. I like to keep my gates in Britannia. Remember if you do decide to do some moonstone swapping, once you dig up a moonstone and move it, it will not appear in the original location anymore unless you bury it back in the same spot. Moongates only appear where moonstones are buried. Here is a list of the moons and where the gates will take you. Moon Town New Moonglow Quarter waxing Britain Half waxing Jhelom Three-quarter waxing Yew Full Minoc Three-quarter waning Trinsic Half waning Skara Brae Quarter waning New Magincia 13. Party Characters In Ultima V there are far more characters you can have join your party than your party can hold. You have to be a little discriminating and decide what kind of party you want. Fighters are tough and can use heavier, more powerful weapons, but they lack magic. Mages have the magic fighters lack, but they are very vulnerable, especially early in the game and cannot use heavy weapons or wear heavy armour. You would think Bards would be the most well rounded and the best choice, but in reality they have more weaknesses of fighters and mages than strengths. They can use magic, but not much and they cannot use heavy weapons or wear heavy armor. Personally, I like to have only one fighter, Shamino, a couple of bards, Iolo and Gwenno, and a couple of mages, Jaana and Mariah. Johne is actually a better choice, but it's hard to get him. Later in the game I will usually dump Mariah and when I go to the Underworld I'll pick up Johne. Saduj is actually one of the more powerful characters in the game, but no NOT allow him into your party. He will turn on you in battle and he will steal from you. It's just not worth it. Anyway, here they all are. Use your best judgment in creating the kind of party you think is best for your personal style. You'll find that most of your characters are not as much in towns, but more in castles. In Ultima IV, there was a character for your party in every town. But in these times Lord Blackthorn is hunting everyone who helped you in the past, so it is not safe for them in the towns. The castles are their only safe haven. Name Location Class Sex Level HP MP Hero Start Avatar F/M 2 60 10 Iolo Start Bard M 3 90 5 Shamino Start Fighter M 2 60 0 Jaana Yew Mage F 2 60 18 Julia Empath Abbey Bard F 2 60 5 Toshi Empath Abbey Bard M 1 30 5 Gwenno Britain Bard F 3 90 5 Saduj Lord British's Castle Bard M 4 120 5 Geoffrey Buccaneer's Den Fighter M 3 90 0 Katrina New Magincia Fighter F 5 150 0 Gorn Blackthorn's Castle Fighter M 2 60 0 Maxwell Serpent's Hold Fighter M 1 30 0 Mariah The Lycaeum Mage F 3 90 18 Dupre Bordermarch Fighter M 3 90 0 Sentri Bordermarch Fighter M 2 60 0 Johne Ararat Mage M 3 90 18 14. Monsters & Battle When the Great Council sealed the eight dungeons, the monsters were stuck down there also. Because of that, they don't like the light so you will see most of the monsters in Britannia only at night. Here's a list of the many baddies you will be running into in order of toughness. Much credit for this section goes to the Book of Lore. You'll notice that Ultima V has a newly designed battle engine. In Ultima IV, you could only attack in a straight line, north, south, east or west even though most monsters could attack diagonally. I thought this sucked so I was happy to find that in Ultima V, you can now attack in any direction also. Also, each individual monster you kill has the potential to leave a chest and in that chest are all kinds of great stuff like gold, food, torches, weapons, armour, anything. Generally, the tougher the monster, the better the rewards. Sometimes the chests have traps, and if you search them first you can find out if a chest is trapped or not. If it is, try to jimmy it and you might be able to evade the trap. Monsters don't always leave chests. If they don't they will leave a bloodstain splotch and you can search it too. Once in a while, you might find a bag of gold or some food (but I don't think I'D personally want to eat that food!) but sometimes you might find plague too, so be careful. Dragons are the toughest monsters in the game and they leave the absolute best rewards. I've found magic axes, bows, shields, plate armour, and all kinds of great stuff from dragons. But they are tough and it's really frustrating when you get a dragon down to critical and it flees before you can kill it. I also like to battle reapers, which are found only in dungeons. Reapers are not quite as tough as dragons, but they leave treasure just as good and reapers can't run away. Sea monsters don't leave treasure chests so I like to shoot them before they can attack me because it's not worth it to me, but they are good experience. Land Monsters Sea Creatures Undead Monsters Underworld Monsters Insects Sharks Reapers Rotworms Bats Sea Horses Wisps Mongbats Rats Squids Ghosts Corpsers Slimes Serpents Skeletons Spiders Pirates Daemons Snakes Orcs Trolls Ettins Gremlins Headlesses Gazers Mimics Sand Traps Mages* Dragons *Normally you wouldn't think of Mages as monsters, but just like in Ultima IV, Mages sometimes travel with skeletons, but never alone. Go ahead and kill them, it won't hurt your virtue. If you do run into Mages in battle, they leave chests with treasures to rival those of dragons and they're not nearly as hard to beat. I think that's a pretty good deal. 15. FAQ As this is my first version of this guide, I have not accumulated any frequently asked questions yet. If and when that happens, I will update this section. 16. Closing Thoughts Thus my first attempt at a guide comes to a close. Personally, I think I did a good job and I think I would like to do it again. I also want to write a guide for Ultima IV, but there are already several really good guides for it. I'm also looking at writing an in-depth guide to the Ultima dungeons, Maniac Mansion and Zak McKracken for possibilities. But in any case, look for my name to be floating around in the future in some classic Commodore 64 game guides. Again, if you have any questions, comments, suggestions, corrections or just good thoughts about my guide, please e-mail me. I will give you full credit for anything new you can contribute to my guide. Just remember, everything I know about Ultima V is in this guide. I am not hiding information or cheats or anything. That would defeat the purpose of spending all the time to write this thing. But I will be more than happy to clarify anything in the guide. Long live the Commodore 64! Copyright 2001 by Jacky Swallia MightyHamsterX@aol.com