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 ULTIMA V
  Part 1

 You, the great Avatar of legend, were enjoying a comfortable 
sleep in your own world. It had been a long time since you 
ventured deep into the Great Stygian Abyss and entered the Codex 
of Ultimate Wisdom. Returning back to Britannia, the world you 
had begun to love as your own, was not as easy as it seemed. The 
gate into Lord British's realm had not appeared since the fateful 
day the Codex returned you to your home.

 But now things are looking pretty grim. I'm sure Iolo has given 
you the story,and those three beings he calls Shadowlords are 
more than enough evidence that Britannia is in trouble. It is 
time to don your armour and carry the Ankh again.

 First of all, my compliments go out to Lord British, who has 
created the best adventure/RPG game I have ever played. He pushes 
the point of realism and has cleared up a lot of the "minor 
things" that were wrong with ULTIMA IV. More importantly, 
however, he has doubled the size. ULTIMA V (in case you may not
have dug into the game yet) is BIG, but fun!

 Let's get some of the preliminary things cleared up. First of 
all, it will be beneficial to you to open up your "Book of Lore" 
and read it straight through. Pay attention to the section on 
"Virtue" if you didn't play ULTIMA IV. Next, I recommend that you 
memorize the runes in the "Language" section. Several times
in the game, you will be required to read and/or translate 
messages in runic writing. Having the table committed to memory 
makes things a lot easier. As for the other information 
(geography, economy, etc.), it will help you understand and get 
closer to the detailed and enchanting world you are about to 
enter. Take a peek at the "Ethics" section. You'll soon see how 
Britannia came to be in this shape because of these "laws."

 But behold! There is more: a map, a journal of Lord British's 
fateful trip, aplayer's reference card, and a quick reference 
card. Set the map out where it's comfortable -- for you and for 
it (your map is probably tired of being folded in that dark box): 
You'll be using it a lot. Read the sheet about Lord British's
trip, then set it aside for later (it will be used to obtain a 
needed item). The player's reference card deserves a read, and 
the quick reference card would do well sitting next to your 
keyboard. There is a list of spells on the back that
helps considerably.

 NOTE: It is assumed that you have played ULTIMA IV (you should 
definitely do so, if you haven't already), although you need no 
prior experience. The "Create a character" function is self-
explanatory; nevertheless, the gypsy's questions may be confusing 
to someone who did not witness the same thing in ULTIMA IV.
Each virtue represents a class. By repeatedly choosing the virtue of the classyou wish, you will e as that class. For example: 
If you're given a choice between Honesty and being humble in some 
way, choose the Honesty response if you want to be a Mage. Since 
there are only three classes in ULTIMA V (instead of eight, as in 
ULTIMA IV), and you're automatically an Avatar (regardless of
class), the only things that are minimally affected are the 
intelligence, strength, and dexterity stats.

 The introduction fits well with your current location in the 
game. You're inIolo's hut with Shamino (who doesn't look so 
good). Iolo is already in your party. First things first. Let's 
try out some of those spells on Shamino. A few MANIs should do.

 Next, teach yourself good searching habits. Searching is of 
major importance in ULTIMA V. Almost anything can be searched, 
and many things hold items of value and power. Barrels, 
bookcases, beds, vanities, coffers, trunks -- if you see it,
search it. For example, a barrel in Iolo's barn contains a 
potion. Try to S)earch there. When you're sure you've mastered 
lesson one, it's time for lesson two.

 Lesson Two. What you find is yours, no matter where it is, with 
one exception: food. DO NOT, under any circumstances, get into a 
habit of looting fields or tables for food -- no matter how 
painful those hunger pangs are. "Stealing" food is one of the few 
things in this game that are detrimental to your Avatarhood. The 
best way to obtain food is to buy or summon it. Details on food 
-- a major obstacle in the game -- will be discussed later.

 After picking up any items you might find at Iolo's, exit to 
Britannia. If you're lost, you should be in the northwest corner 
of the map, just east of Empath Abbey. Hike west and find Empath 
Abbey. Enter and utilize your new talent for searching and 
getting. Next comes Lesson Three.

 Lesson Three. Much like ULTIMA IV, talking is essential to the 
game. Similar to the rule of searching, the rule of talking is: 
If you see someone, talk to him or her and use the general topics 
to extract as much information as possible. JOB is the most 
useful starting point. JOIN works, but for most of the
characters you won't need it, since they ask you if they may join 
you. As with the rule of taking, there is an exception. Don't try 
to talk with guards in towns. More often than not you'll end up 
in the slammer or out a goodly sum of gold.

 Inside Empath Abbey you should begin to draw some conclusions: 
Think about what is going on, who is corrupting who, where to go 
for further information, etc. When you feel you've talked to 
everyone you can, hang around in the kitchen. Julia, an old 
companion, wants to join you. If you wish, pick her up. 
Also, Toshi, a bard, would like to join. Be picky with whom you  
let join because there are only six slots, and you will be 
meeting all seven (actually eight) of your former companions. 
Exit Empath Abbey and head east onto the road.

 Follow the road around to Yew. This will be your first 
experience with Blackthorn's tyranny. Upon entering (after 
passing the signs bearing Blackthorn's law of justice) a guard 
should beset you. Just this once, let him
approach you and demand a fine. Refuse to pay, but go with him 
quietly. You end up in a cell in Yew any time you are caught in 
the above manner. Here you can talk to your fellow prisoners and 
learn how to get keys. Always be kind, and always be on the 
lookout for help.
                               
 After receiving your keys, head north through the secret door 
behind the bed. Jaana is in the underground, as well as rats and 
a silver sword. Search, search, search! After you escape, head 
over to the father and son "criminals" in the manacles (be 
careful to avoid the guards!). Talk to them and learn of 
their plight. This, for me, was the first example of Blackthorn's 
evil perversion of the virtues. Think about it, then prepare 
yourself to battle evil. Be an Avatar, and release the two poor 
souls.

 From here, you're on your own. T)alk and S)earch. Here are a few 
things to listen for: the Resistance (a bartender can help with 
this one); Lord British's items; the names of the Shadowlords; 
the locations of the shards; and the Words of Power. There is 
much more to do in the game, but these are the main subjects you 
will need to acquire and learn before you can successfully 
complete your quest. Good luck!

 After many days in Britannia, you will begin to encounter the 
single most frustrating problem of the game: lack of food. A 
spell, IN XEN MANI, can be found in Moonglow and allows the 
creation of a meager amount of food. Unfortunately, the quantity 
is not worth the price of the spell. A few suggestions follow to 
help alleviate the problem:

 1. Don't carry a full load of people until you carry a full load of gold.
 2. Moonglow and Britain usually have the best prices for food: 
    Stock up when in town.
 3. Save the game at milestones. If you feel you've wasted your 
    food floating at sea, turn the computer off and come back.

 The food problem soon leads to a development of the philosophy 
of the "ULTIMA Chain." Everything starts at the bountiful 
encounters of the night. To survive, it will be necessary for you 
to fight as often as you can. Land monsters, such as Ettins, 
Headlesses, and Trolls, are the best monsters to attack, 
especially when you compare the difficulty to defeat them with 
the treasure you receive for your efforts. From these encounters, 
you'll gain a tiny amount of food, and a tremendous amount of 
weapons and armour. Stockpile equipment, and then sell it.
This brings you gold. And we all know what gold brings you, right?











 ULTIMA V
  Part 2

 Iolo's hut is just one of the many interesting places you will 
visit in yourQuest of the Avatar. You will encounter two castles, 
eight major towns, six villages, four lighthouses, three major 
keeps, four minor keeps, four huts, and the Codex. Most of these 
locations are in the same places in Britannia as they were in 
ULTIMA IV. The major exceptions are the keeps, huts, lighthouses, 
and one of the castles. It is helpful to use the map provided in 
the game box. Pin tags on it showing the names of the specific 
locations, dungeons, and shrines as you visit them. This helps 
when you need to return to a specific location.

 In each of these places, it is imperative that you search the 
buildings and environs thoroughly and talk extensively with all 
the inhabitants, if you are to succeed in ULTIMA V. The order in 
which you visit the locations cannot be set precisely, so a step-
by-step walkthru is impossible. In some cases, conversations at 
one location will lead you to another, and then back again toget 
all the information you need for a particular situation. It is 
suggested, however, that after investigating Iolo's surroundings, 
you travel south and east to Brittany Bay, and begin your 
investigating at Lord British's Castle.

 Of course, during your travels, visitations, and investigations, 
you will be building your group's attributes so that you will be 
ready for the final quest: the assault on Doom. Since there is no 
real order to visiting, this walkthru will take the locations in 
basically the order listed above, and discuss the major features 
and personalities in each. One word of caution: Do not eat the 
food from the tables or take food from the fields. This is the 
only activity that can have a negative effect on the "growth" of 
your party. Otherwise, you can search and take all you want. Be 
sure to search all trees, stumps, chests, furniture, etc. 
Additionally, you can back out of fights without penalty in this
game. Occasionally, when you enter a town you will be told, "An 
air of __ surrounds you!" When this happens, leave the town 
immediately (unless you like frustrating experiences). This 
simply means that one of the Shadowlords is in residence, and he 
will keep you from getting good answers, even disallowing the 
people to talk to you. If you persist, the Shadowlord will attack 
you, and, believe me, you cannot win that fight. Usually you can 
exit the town, camp for the night, and re-enter the town the next 
day. There is one other general note: Some of the people will not 
talk with you completely until you have finished several of the 
Shrine Quests. One other suggestion: Mapping the towns, 
villages, and buildings is helpful in locating hidden doors and  passages, as well as in saving yo time used to retrace your 
footsteps. Now, let's get on with the specifics.

 THE CASTLES

 Lord British's Castle is located just where it was in ULTIMA IV 
-- right on Brittany Bay. Only now, after years of peace and 
prosperity, it has grown. The building consists of five levels 
and has some interesting things and people in it.

 LEVEL 1 (MAIN FLOOR)

 The major features here are a kitchen and a stable. You won't 
get much information here from either Stephen (the Cook), or 
Treanna (the Stable Girl), although the latter may help you 
later. There is a locked door off the corridor outside the stable 
which leads to the outside. If one of your party has enough 
dexterity to unlock this door, you can mount a horse here, and 
ride out of the castle. In the northern corridor, there is a door 
to the outside that is locked. Don't worry with it or waste your 
time. Those of you who played ULTIMA IV will recall that one of 
the dungeons had an entrance in the back of this Castle. It is 
not there in ULTIMA V. This exit to the castle can be used to get 
back to the great outdoors, but only if: 1) you can open the 
door, and 2) you have the flying carpet to get over the stream. 
In each corner of the castle, there are towers with up and down 
ladders. Down leads to the Basement.

 THE BASEMENT

 On this level you will find the North Star Armoury, proprietor 
Max Engle, the jail, and several storage rooms. In the armoury 
you will be offered some nice pieces of equipment, if you can 
afford them. The magical shield is quite nice, but very 
expensive. In the storage rooms (if you can get in), search all 
the containers. There should be some interesting artifacts 
available. By the way, some of the hidden special items will 
regenerate when you leave the building and town; others will not. 
Now, about the locks. Some are magical and will require either 
Skull Keys or the IN EX POR spell to open. Don't waste keys when 
you are told that the key broke. You either don't have enough 
dexterity yet, or the door is sealed with magic. There are three 
doors in the Jail: Behind the right there is nothing, the middle 
holds a nasty prisoner who gives no real hints or service (he 
will fight you if you let him out), and the left is a mystery 
this Avatar never solved. If you get the door open, there is a 
stone wall! Don't waste time, spells, or keys in this area. Go 
back to a tower and go up twice.

 LEVEL 2

 Here you will find lots of rooms to explore, but little of 
value. There is a kitchen, cook's room, dining room, banquet 
room, guard barracks, throne room (empty), and banquet hall. 
There is a secret passage running down the middle of the level with entrances to the banquet hall,ne room, and kitchen. As 
far as I could determine, there was no real value to this 
passage. It required a lot of keys and spells to finally solve 
with no gain. You may encounter Desiree on this floor. In 
chatting with her, she will tell you that Lord Stuart (he is in 
Moonglow) is working on a magic spell to create food. More on 
this later. Go back to a tower, and go up once.

 LEVEL 3 (THE ROOF)

 What a view from the battlements! Although not of any real value 
but cute: Go to one of the cannons and F)ire it. You can actually 
move them around, but they have no use. DO NOT try to use them on 
the guard (who will try to keep you from entering the center area 
of the roof). As a matter of fact, do not, repeat, DO NOT kill 
the guard. You may not get out of the Castle alive. By the way, 
this warning applies to all places in Britannia (don't fight or 
kill the denizens unless they assault you first). Okay, if you 
can't kill the guard, how do you get by him? Play a waiting game 
until you can't see him, and then sneak to the center of the 
roof, where you will be faced with a door you can't open! The 
sign says this is Lord British's apartment. You will need the IN 
EX POR spell or a Skull Key to gain entrance.

 Right inside this entrance you will see a carpet on the floor. 
Get it! You now have a flying carpet, which is one of the most 
useful modes of transportation in this game. By the way, it 
regenerates when you leave the castle, which means if you lose 
the one you have, you can return for another. Search the room 
thoroughly. If you have mapped the roof, you will see that the 
room and the outside walls do not match. Go through the 
fireplace. Ah ha! A secret room! Search and take potions/scrolls 
you are offered. Again, look at the diagram. There is still an 
area in the northeast corner unaccounted for. Go back in the 
room, sit down at the harpsichord, and play the tune you were 
taught by Lord Kenneth in the Grayhaven Lighthouse. (On your 
keyboard type 6 7 8 9 8 7 8 7 6 7 6 5 3, in that order.) There 
will be a rumble, and a secret door in the northeast will be  
revealed. Enter the room, and take the box. Don't waste your time 
trying to use it, open it, etc. Just take it and keep it with you 
until you get to the end of the game. Its use will be made 
apparent to you then. From the apartment, you can go up to the 
final level, which is the observatory.

 THE OBSERVATORY

 On the roof of Lord British's apartment, you will find a 
telescope and flag. If it is night, look through the telescope at 
the stars and comets. The comets represent the Shadowlords and 
the stars/planets represent the eight towns of Britannia. The 
Shadowlords will be occupying the towns to which the comets are
closest.

 That's it for this Castle. Exit the penthouse and go to the 
nearest tower, go down to main floor, and exit. A couple of  interesting points about this buildinere are not a lot of  
people to talk to, nor are there many clues which will help you 
in the rest of the game. The other interesting feature is if you 
and your party are killed during your travels, you will be 
resurrected by Lord British, and you will find yourselves on the 
top level of this Castle with all your hit points restored and 
all your possessions intact. Additionally, if you are ready for 
advancement, you will get that honor from LB during the ceremony. 
Actually, it is worth dying just for the show.

 BLACKTHORN'S CASTLE

 You will not be able to reach this location until you have 
sufficient funds to buy a ship. Secondly, you should not even try 
to assault this bastion of evil until you have acquired the Black 
Badge and learned the password of the Opposition. Wearing the 
badge and giving the password when asked will allow free passage 
around the castle in search of Lord British's Crown. By the way, 
the Badge will be given to you by Elistaria (located in Windemere 
Keep) when you give her the password for the Opposition (IMPERA), 
which you you will learn from Judge Dryden in Yew, after you've 
talked to Tactus in Minoc. Confused? Just goto Windemere Keep 
with this information, and ask Elistaria about the opposition. 
You have all the information you need to get the Badge. She will 
tell you that Thrud has other items. Don't bother. It's a sword 
and shield of dubious value. Also, if you have talked to Toede (a 
prisoner in the Serpent's Hold), you will have been told to 
beware of trapdoors in Blackthorn's Castle. How true! These 
devilish traps are located in most hallways, and can be very 
frustrating. You can try to avoid them (in the Apple version, you 
can see little red dots surrounding squares that have trap doors 
in them), or you can travel the corridors on the magic carpet.

 There is one other way to get around Blackthorn's domain without 
the subterfuge afforded by the Badge. It is called sneaking, but 
when you're caught (and you will be!), you'll be taken to the 
dungeon and tortured until you tell Blackthorn what he wants to 
know. In this process one of your party -- Shamino or Iolo 
usually -- will be sacrificed. You will be put in a cell with 
Gorn, who will offer you some information if you will let him 
join your party. Okay, take him up on the offer. He will tell you 
how to escape from the castle using secret passages and doors. 
Specifically, he says: "There is a secret door behind me.
Klimb to the roof, and sneak down the northern ladder. In 
Blackthorn's bedroom there is a secret door. Klimb down the  
ladder to the other side. Go through the secret door to the 
north, down another ladder, and out the back gates. Wait there 
until morning, when the drawbridge is lowered, and flee for our 
lives." Confused? So was this Avatar. That is why I chose to do 
this part of the game with the Badge and Password. Additionally, 
I didn't care for Gorn and preferred my old friends, Shamino and 
Iolo. By the way, Hassad, one of the former Council Members, is 
imprisoned here. He can give you the Word of Power -- MALUM -- to
open the Dungeon Wrong.

 Blackthorn's Castle is made up of many rooms, confusing 
stairways, and lots of locked doors. Interestingly, most of the  
doors can be opened only with skull keys. But don't waste them; 
they are too hard to come by. Since it is really not necessary to 
explore this whole castle, I will not give a complete floor-by-
floor description, but I'll leave that to you if you want to do a
complete exploration some time.

 Wearing the Black Badge, take Gorn's advice and enter the Castle 
from the rear. Here you will find a hallway with doors to the 
east and west, and stairs going up to the south. The western door 
leads to a Stable. Be careful! There are two trapdoors in the 
center of the hallway. Walk next to the wall all the way south, 
then take the stairs up. In this room you will see stairways in 
the northeast, northwest, southeast, and southwest corners. You 
will also see an individual sitting in a chair. If you talk to 
him, you'll find he is Weblock, a mysterious old mage who offers 
to help, but who really won't! Anyway, take either the
northwest or northeast stairway up to Level 3.

 It makes no difference whether you enter this level from the 
northwest or northeast stairway on Level 2. Let's assume you 
entered using the northeast stairs. (If you use the northwest 
stairs, just reverse the following instructions.) Go east as far 
as you can. Go south through the room of columns, and continue 
south past the fountain, as far as you can. Turn west and go to 
the first door going north. Enter the room. Wow! Blackthorn's 
throne room. Are you in trouble? No, just stay to the side, and 
go all the way north, turning to the center of the room, then 
west to the door. Go north, and you are in Blackthorn's bedroom. 
Take the time to search everything here, and get all the 
"goodies." You have earned them! To the north there are stairs to 
the roof; use them.

 You are on the northern wall of the Castle. Board your Carpet 
because there are trapdoors in all four of the corner towers. 
Just to be sure, travel along the walls. Go either west or east, 
then south, then either west or east to the center of the 
southern wall, and the walkway that leads to Lord British's 
Crown. You will cause the Gargoyles to come alive and attack you. 
If you're strong enough, you should be able to kill them easily;  
as an alternative, have one of your party equipped with a Ring of 
Invisibility, and remove all the others from the battle. The 
Gargoyle with think everyone has gone, and he will leave, too. 
You have beat him and have access to the Crown. Open the door 
using a skull key. (Again, magic won't work here.) Stay on your 
carpet, and get the Crown. That's it. Exit by reversing your 
route. As long as you keep the Black Badge on and speak the right 
password to any guard who stops you, you will be able to get out
with no problem.

 Now that you have completed this quest, TAKE OFF THE BLACK 
BADGE! There aremany good people in the land who will not talk to 
you if you are wearing it.






 ULTIMA V
  Part 3

 THE MAJOR KEEPS

 These buildings were in ULTIMA IV, but they have changed greatly 
in the years since that scenario. There are three such keeps: 
Empath Abbey, The Lyceum, and Serpent's Hold.

 Empath Abbey can be found in the northwestern part of the main 
continent. This keep represents LOVE. There are two levels to 
this keep. Searching them will reveal the major features: a 
healer on the first level, and the Flame of Love (on the second 
level on a balcony off the northern wall). From Tim, the Keep's 
Bard, you will learn about Sir Kenneth, the court composer, and 
where he can be found. Lady Barbara is the Keeper of the Flame of 
Love. Lord Michael will discuss the principles of Love, give you 
the Grapple, and reveal the name of the Shadowlord of Hatred: 
ASTAROTH.

 The Lyceum is located on the same island as the town of 
Moonglow, and is due east of Brittanny Bay. This keep stands for 
TRUTH. The building has three levels. It contains a stable, a 
pub, a healer, a library, and the Flame of Truth. The stable is 
on level one, the healer and pub are on level two, the Flame of 
Truth is in a room to the north of the throne room, and the 
library is in the northwest quarter of level three. There is 
nothing hidden in this keep. Lady Hayden and Lord R'hien will 
share some philosophical views of the state of the land with you. 
Lady Janell will give you the information on the twins in Cove, 
who can help you reach the Shard of Falsehood. Shalineth, the 
Lord of the Keep of Truth, reveals to you the name of the 
Shadowlord of Falsehood: FAULINEI. Rollo, The Lyceum's scribe, 
validates the final travels of Lord British -- a loose hint about 
the location of the Amulet if you have accurately strung all
the other clues together.

 Serpent's Hold is on an island at the far south of the realm. 
This keep stands for Courage. The building has two levels above 
ground, and an underground area. Exploring them will reveal an 
armoury (with standard fare), a dungeon, and the Flame of 
Courage. The basement level houses the Flame of Courage, and a 
couple of secret doors and corridors which have nothing of real 
interest behind them. The armoury and dungeon are on the main 
level. On the second level is a training room and the throne 
room. Lord Malone, the Lord of the Keep, reveals the name of
the Shadowlord of Cowardice: NOSFENTOR. In the training room, 
Monsieur Loubet, the fencing master, tells you that a magic 
carpet can be secured from Bandaii in Paws. In the dungeon, Toede 
(a prisoner there) tells you to beware the trapdoors in Lord Blackthorn's Castle, which he helped ruct. Kristi, the cook 
for the Keep, will sell you some Skull Keys. Buy them! At 100 
gold pieces, they're a bargain! Gardner, the keeper of the Flame 
of Courage, tells you where to locate the Shard of Cowardice from 
the Underworld entrance to the Dungeon Hythloth. He gives you the 
coordinates L'A"-L'I" and explains that the area is composed of 
many small chambers, which require magic (IN POR) to reach, and 
lots of exploration to locate the Shard.

 THE TOWNS

 The eight towns -- Britain, Yew, Jhelom, Minoc, Moonglow, New 
Magincia, Skara Brae, and Trinsic -- are in the same locations as 
they were in ULTIMA IV. For those who did not play the previous 
scenario, this walkthru will pinpoint their locations for you.

 BRITAIN

 Britain is located on Brittany Bay just to the west of Lord 
British's Castle. In the town you will find a full service inn 
(food and lodging), and an armoury. This armoury will provide you 
with a magical bow (if you can afford it) and other fine wares. 
The Inn has two stories and is worthy of exploration. Food can
be purchased in the tavern section of this inn. Also in town, you 
will find the Bard Gwenno, who will join your party if asked. You 
will also learn the Mantra of Compassion (MU) in town. The major 
personalities and the clues they will give
you are:

 Greyson: He tells you about the guardians of the Codex. He warns 
you that only those on a sacred quest can be granted passage to 
the Codex. What he means is that unless you have visited a Shrine 
and received the Quest, you cannot visit the Codex to get the 
information you need to complete the Quest.

 Terrance, a soiled farmer: He is located in the Orchard and will 
tell you to ask the owner of the Arms of Justice in Yew about the 
Resistance.

 Telila, the cleaning lady: She is in the Inn and will tell you 
about a strange man, Annon, who spends his days alone on the 
balconies. Additionally, say the word Gossip to her, and she will 
give you a very important clue about finding the Mystical Arms 
and Armour. She will relate a conversation she overheard
involving a man named Bullwier from Jhelom.

 Annon, a wizard and former Council member: Probably the first 
time you meet Annon, he will be most reticent with you unless you 
have completed a couple of the Shrine Quests. He will tell you 
that he does not trust your virtue. Once he opens up, he will 
give you the Word of Power (FALLAX), which can be used to unseal 
the Dungeon Deceit. He tells you that the eight dungeons were 
sealed with these words of power, but Blackthorn is hunting down 
the former Council members to obtain the words so he can unleash 
the horrors from the dungeons. He will also tell you that the daughter of another Council Member was a sailmaker. "Ask the 
child about her mother, for she knows one of the Words of Power." 
The child is Fenelon. She is in Minoc, and her mother is Fiona, 
who runs the Poorhouse there.

 Eb, a young boy: He is the busboy in the tavern in the inn. He 
will help you find the Glass Sword by telling you to talk to 
Malik in Moonglow.

 YEW

 Yew is located in the northwest part of the main continent of 
Britannia, and it may be the first town you encounter after 
leaving Iolo's hut (located in the deep woods just to the south 
of this town). Yew and Empath Abbey are connected by a road; one 
of the Moongates is located between the two locations. The town 
itself has two levels. You can secure the Mantra of Justice (BEH) 
here. On the main level, you will find an armoury, an apothecary 
(reagents), a tavern, a cemetery, and a hall of administration 
and justice. By the way, avoid the guards. They will want to take 
your money as a donation to "charity." If you don't give 
willingly, you will be attacked! At the Arms of Justice, you can 
purchase a magical axe. This is probably the best weapon in the 
game, and I would recommend that all members of the party be 
equipped with one as soon as you can afford to do so.

 Obviously, food is available in the tavern. Madam Pendra's 
Apothecary offers Sulfur Ash, Ginseng, Garlic, Spider Silk, and 
Blood Moss. If you enjoy translating the language of Britannia 
(which I found to be a pain), explore the cemetery and read the 
headstones. By the way, there is a secret exit in the wall in the 
northwest corner of the cemetery. It can be handy if you are 
running from the guards. The administrative offices also contain 
the town's jail. There is a trapdoor here which will take you to 
the lower level (see below). On this level you will meet and talk 
to:

 Jerone: He is a prisoner in the Hall of Justice jail. He tells 
you about "seeing" Lord British as an apparition while  
adventuring. This is a loose hint about how LB will visit and 
bestow advancement on your party when you camp and rest "before 
the campfire."

 Chamfort, a hearty Blacksmith: He owns the Arms of Justice and 
can tell you about the Resistance if you remember who (Terrance 
in Britain) told you about him. He will give you the password 
(DAWN) for the Resistance and tell you to talk to Landon, who is 
the local leader. He can be reached through the fireplace, which 
leads to a secret passage in the lower level.

 Mario and Aleyn: This father and son are prisoners in the public 
shackles. Talk to them, then unlock and free them as an act of 
kindness.

 Judge Dryden: He is in charge of running the town and will help you get into the Oppression. Ask bout the Chain of  
Oppression. He will want to know who sent you (Tactus in Minoc). 
He will then tell you to see Elistaria "on the northern-most isle 
of Britannia." Tell her the password IMPERA when you see her.

 Graymarch: He is a prisoner who is concerned about                            
his son Froed (Skara Brae).
               
 Felespar: This old wizard is also a prisoner, and you will find 
he was a Council Member. If you know the password for the 
Resistance, he will give you one of the Words of Power (VILIS), 
which will open Dungeon Despise.

 Now, go to Chamfort's quarters, enter the fireplace, and go to 
the lower level of Yew. Follow the passage north as far as you 
can go, then east to the junction with a passage going south. 
Take the passage south. You have found the secret quarters of 
this Yew's Resistance movement. Here you will meet Jaana, who is 
a good addition for your party. She will add magical powers to 
your group, which will be needed later. Go back to the east/west 
corridor, and continue east. The next passage to the south leads 
to what looks like a blank wall. Search, and you will find a 
secret door. Don't bother with it. This room is under the jail 
and has a rat in it. If you have fallen through the trapdoor in 
the jail above, this is the room in which you landed. You can get 
out by opening the secret door. Go back to the east/west corridor 
and continue east to the final southern passage and stairs up. 
You can go south, dispose of the rats, and search the barrel if 
you want. Go up the stairs. You will be in an east/west passage, 
which is actually a secret route between the cells in the jail. 
There is a secret door in the exact middle, which will put you 
into the middle cell in the jail where Jerone is incarcerated. In 
this passage you will probably encounter Landon, who will tell 
you that Blackthorn has Lord British's Crown in a room at the top 
of his castle. He warns you that Blackthorn prohibits magic from 
being used in his castle, and tells you to seek out Sir Simon "on 
a mountain isle, west of the Spiritwood."

 JHELOM

 Jhelom is located on an island to the southwest of the main 
continent. There is a moongate located here. The town itself is a  
single level; however, each of the buildings -- armoury, inn/pub, 
and shipwright -- all have second floors. Each of the corner 
towers has two stories. The towers are entered by going to either 
the southeastern or southwestern corners, then by going up to the 
top level, and traveling the walls. Really, there is little to be 
gained in these towers.

 The main thing here is the northwestern tower. This is the home 
of Goeth, whowas one the Council Members. He is difficult to talk 
to, since you need to reverse your words with him. In addition to 
giving you one of the Words of Power (INOPIA) which opens Dungeon 
Destard, he will tell you the secret of the Moonstones. He tells 
you to stand at a moongate until just after it closes, then search for and take the stone. The ston then be planted 
elsewhere and used for travel. This is most important when you 
begin to search the Underworld for the Shards, since in a couple 
of cases, it may be the best (or only) way to return to the 
surface.

 Other people of interest:

 Thorne, a battle-worn fighter: He will give you the Mantra of 
Valor (RA). He will also give you great help with Dungeon Destard 
by telling you to push on and shoot at walls and torches across 
chasms.

 Bullwier: He tells you that Ambrose (who is recuperating in 
Cove) was injured while searching for the Mystical Weapons and 
Armour. Ambrose is evidently only lucid for about an hour each 
evening around midnight.

 Trian, a young minstrel: He tells you about Goeth's speech 
impediment (or dementia), and tells you about Thorne and the help 
he can give.

 MINOC

 Minoc is located far north and east of the main continent. There 
is a moongate in the vicinity, and its harbor is protected by 
Lighthouse Stormcrow. The town is one level with an armoury,  
shipwright, and healer having second floor living quarters. You 
will find the Mantra of Sacrifice (CAH) here. There is also a
Mission for the poor here. The people and important clues:

 Tactus, an obvious follower of Blackthorn's: Ask him about the 
Oppression and he will direct you to Judge Dryden in Yew.

 Fenelon: She makes sails for Captain Blythe and is the daughter 
of Fiona. She will tell you that the guard is off at lunch time 
and at night, and that you should enter and leave the town then 
to avoid him.

 Fiona: She runs the Poorhouse and was a former Council Member. 
She will give you the Word of Power (INFAMA) to open the Dungeon 
Shame.

 The Beggar: Give him some charity, and he will tell you about 
Shenstone the Armourer who sneaks around town at noontime. If you 
follow Shenstone, he will lead you to a tree in the northwestern 
corner of Minoc. Search the tree, and get some badly needed Skull 
Keys.

 MOONGLOW

 Moonglow is located on a large island due east of Brittany Bay. 
On this island is The Lyceum and a moongate. Lighthouse Waveguide 
is just to the west of the island. Moonglow is one level with 
towers and walkways that have two levels. Actually, there is little of interest in these towers. Ee them if you like. Let 
me stress the words of caution given earlier: Avoid the guards! 
The town's main attractions are a tavern and an apothecary. 
Reagents (Ash, Garlic, Nightshade, Ginseng, and Mandrake) are 
probably as inexpensive here as anywhere in the domain. In the 
Tavern you will meet Lord Stuart, who will tell you about the 
Spell to make food. It is a second circle spell (IN EX MANI) and 
requires Ginseng, Garlic and Mandrake. Actually, food created 
this way is very expensive. The use of this spell is recommended 
only in a major pinch. The Gypsy will give you the Mantra of 
Honesty (AHM). Zaccariah, who tends the Observatory atop the 
central tower in this town, explains a little about Astronomy, 
and tells you about Goeth in Jhelom, who "can tell you about the 
Moonstones." He is also a former Council Member, who can give you 
the Word of Power (AVIDUS) to open Dungeon Covetous.

 NEW MAGINCIA

 New Magincia is located on a small island in the east part of 
the ocean between Brittany Bay and Moonglow. There is a moongate 
nearby. This town has been established on the ruins of Magincia, 
which was destroyed prior to the ULTIMA IV scenario. It is a 
farming community. There is a tavern where you can buy food. 
Otherwise, its prime importance is the conversation its citizens 
can offer. The people of New Magincia move from place to place  
depending on the time of day. Most of their conversation is 
philosophical and political about the problems in the realm 
caused by the loss of Lord British, and the rise to power of 
Blackthorn. Shirita, who tends the cemetery, tells you about the 
history of New Magincia, and tells you to visit the town's  
recluse for some information about the virtue of Humility. The 
recluse, Wartow, gives you the Mantra of Humility (LUM). Kaiko 
relates to you the story of Hassad, one of the former Council 
Members, who spent time with them during his flight from Skara 
Brae, before Blackthorn caught him and imprisoned him in Castle 
Blackthorn's dungeon. Felicity will tell you to talk to the 
Daemon in the desert, for he has knowledge about Lord British. 
(Note: One of this location's residents may join your party
if you ask.)

 SKARA BRAE

 Skara Brae is located on an island off the western coast of the 
main continent, and south and west from Britain. There is a  
moongate on the island, which can be reached by skiff (if you 
have the courage and time to sail along the coast all the way 
from Britain). The town has an apothecary, a healer, an inn, and 
a mysterious, hard-to-access tower at its center. Reagents  
available for purchase at the apothecary are Ash, Ginseng, Blood 
Moss, and Black Pearl. By the way, the globe in the Apothecary 
will give you a view of the town; it can also shock the devil out 
of you! The healer is the cheapest in the realm, and she will 
actually perform her work free if you are without funds. The 
mysterious tower can be entered by using an IN EX POR to unlock 
the door. Fight the bat, unlock the door, fight the bat, ad  nauseam, or until the last bat is deaimbing to the top level 
reveals a surly (and I do mean surly!) wizard and a telescope. 
The wizard will talk to you when you ask about the Oppression, 
but he wants you to rat on the Council Members for the 
information he has, which is that you should talk to Tactus in 
Minoc. The other residents of interest:

 Saul: He tells you about Kindor, who is recuperating from a 
battle with the Shadowlords, and who is usually available at the 
healers at 6 p.m. each day.

 Kindor: He will give you the Mantra for the Shrine of 
Spirituality (OM), and will tell you to talk to the Lady Janell 
in The Lyceum for the Shrine's location.

 Froed: He's in the grove of trees and will tell you his father 
is imprisoned in Yew. He asks you to go tell him that is son is 
fine.

 TRINSIC

 Trinsic is located almost due south of Brittany Bay on the 
eastern coast of the main continent. Trinsic has an armoury, a 
healer, and a fine stable. Here you learn the Mantra of Honor 
(SUMM). From the old, sleep-walking Wizard Sindar, who was a 
former Council Member, you learn the Word of Power (IGNAVUS) to  
open Dungeon Hythloth. Gruman may join your party if you ask at 
the right time. Otherwise, Trinsic offers little of value.

 
 





 ULTIMA V
  Part 4

 THE VILLAGES

 There are six villages scattered around the kingdom: East 
Brittany, North Brittany, West Brittany, Buccaneer's Den, Cove, 
and Paws.

 THE BRITTANYS

 The Brittanys (East, North, and West) lie around Lord British's 
Castle, and provide services to this region. In East Brittany you 
can buy a ship from the shipwright. By talking to Sir Adam, The 
Torch, you'll learn that there is a way to make ships go faster. 
Actually, if you search this building thoroughly, you will find 
the plans to HMS Cape, which when used aboard a ship, will cause 
it to go very rapidly, but not without some peril.

 North Brittany is a farming community. Don't eat food from the 
field or off the tables; such actions are harmful to your virtue!  
One of the farmers may join your party if asked correctly, and if 
you know the Resistance password. You can get a horse from the 
stable here. Also the stable boy, Kurt, will give you some 
insight into the horses of the land, and direct you to Treanna in 
the Castle's stable.

 West Brittany is also a farming community whose residents are 
hard working. Talk to them to get a flavor of what is happening 
in Britannia; otherwise, they have little to offer.

 BUCCANEER'S DEN

 Buccaneer's Den is a very interesting place. It offers a guild 
where very exotic things can be purchased (if you can find its 
entrance), an Armoury (which offers among its "goodies" a Ring of 
Invisibility), an inn, restaurant, and a ship builder. You will 
meet Geoffrey, an old friend from ULTIMA IV, who is willing to 
join your quest. The village is located on a small island south 
and east from Brittany Bay. Entry to the Guild is best gained 
from outside the village walls; there is a secret door due east 
of the main entrance, which can be opened with an IN EX POR 
spell. You can exit through the fireplace. A secret door in the 
northeast corner of the shop leads to a passageway, which will 
take you back into the main part of the town. This is especially 
helpful since the village gates are closed at night. The guild 
offering is standard -- keys, gems and torches. (Note: For those 
who played ULTIMA IV, the sextant is not available
as an unlisted item here, as it was in the former scenario.) In 
the tavern you will meet Tierra. Buy her a drink and she will  
tell you about Bidney, who knows how to climb mountains. When you 
get Bidney (who is the town drunk) to talk about his mountain 
climbing days, he will tell you to see Lord Michael in Empath 
Abbey, and ask him about the Grapple. Scalley, the town's bard,  
will tell you the story of a seaman named David, who now tends a  
lighthouse (Grayhaven). David is the answer to the sextant 
question many of us had.

 COVE

 Cove is still as hidden as it was in ULTIMA IV, but is now  
easier to get to by use of a ship/skiff or the magic carpet. It 
lies north and east of Brittany Bay on the south side of the 
large inland lake. The Apothecary in Cove offers Silk, Moss, 
Pearl, Nightshade, and Mandrake for your spell mixing. There are 
three people in Cove who have two very important clues:

 The Twins, Leona and Ava, priestesses in the Temple: They relate 
to you the route to the Shard of Falsehood. To quote: "In the 
deep of night, many moons ago, a vision came unto my sister and 
I. We saw the Shard of Falsehood deep below a dungeon named 
Deceit. The path that was revealed traveled first southwest 
across many high peaks, opening to a large system of caverns. 
Then the way lead southwest. At a major intersection it turned northwest, soon branching northeaster a long journey 
northward, the passage turned west. Here the path went on to  
rocky hills to the southwest, then turned northwest. Over a lake 
it ran, unto a massive series of great falls, ending in a larger 
lake. Here upon a small isle lies the Shard of Falsehood." 
Unfortunately, the instructions end here, and there are no 
directions for your return. (See the section on the Underworld 
for further discussion of this problem.)

 Ambrose, who resides with the Healer where he is recuperating 
from wounds sustained while searching for the Mystics, awakes at 
midnight daily: He tells you that these magical weapons and 
armour are located north of the Underworld entrance to Hythloth, 
across some mountains, and in a lava field.

 PAWS

 Paws is located on the southern shore of Brittany Bay. It offers 
travelers an inn and a tavern for rest and nourishment. There is 
a stable called Wishing Well. This is a hint of what the various 
wishing wells throughout the realm will do. At the wells, pay one 
gold piece, and wish for a horse. At many such locations you will 
be provided with a ride. The guild provides keys, gems, and 
torches. You will meet Bandaii, a mage, who will tell you about a 
talking horse named Smith. This fabulous creature can actually be 
found in Iolo's barn. The words he can speak will restore shrines 
destroyed by Lord Blackthorn. (This is rumor and legend to this 
Avatar, as all shrines were found intact when I reached them.) It 
is also said that if questioned correctly, you can obtain a 
flying carpet from Bandaii.

 THE LIGHTHOUSES

 There are four lighthouses: Stormcrow, Grayhaven, Waveguide, and 
Fogsbane.
   Stormcrow is located near Minoc and protects its harbor. 
Windemere, the lighthouse keeper, warns you about leaving a ship 
in the port of Minoc. Windemere's wife, Emily, has little to add 
which will help you.

 Grayhaven is located on the southern tip of the main continent 
south of Trinsic. Here you will meet Lord Kenneth, who will teach 
you to play the Harpsichord using the music Stones printed in the 
Book of Lore. You must take this lesson and learn it well if you 
want to complete the game, since a very important artifact is 
available, but only to those who know how to play. (See Lord 
British's Castle.) David, the lighthouse keeper, will give you 
the Sextant when you ask him about it. Arbuthnot, the royal 
coinmaker, tells you the story of the Coin of the Codex, and you 
will meet David's son, Anthony.

 Waveguide, which is just off the coast of Moonglow's island, is 
tended by Gregory, a very caustic and unfriendly man, and his  
spaced-out wife, Jacqueline. Neither offered any words of wisdom 
to this Avatar when he visited and was rudely asked to leave their island.

 Fogsbane, which protects the harbor at Brittany Bay, is tended 
by Jotham and his granddaughter, Jennifer. Although both are very 
hospitable, neither is able to provide insights needed for your 
quest.

 THE HUTS

 There are four huts to visit: Iolo's hut, where you begin the 
game; the Daemon's hut in the desert; the Alchemist's hut on the 
shore north and east of Brittany Bay; and Sutek's Hut, which is 
on an island in the southern ocean.

 Iolo's hut is warm and cozy, but you cannot stay, for the great 
Quest of the Avatar awaits you, Iolo, and Shamino (who are a part 
of your immediate starting party). Exploration of the area around 
this hut, which is located deep in the woods south of Yew, will 
reveal a stable. Later in the game, Smith (the talking horse) 
will be there and talk with you. Some say his words have the 
power to restore shrines destroyed by Blackthorn. There is a 
wishing well here. You might try wishing for a horse so you can 
ride to your next destination.

 In the desert to the far northeast of Brittany Bay, you will 
find the hut of the Daemon. Getting there is half the fun. You 
will run into many Sand Traps, which are almost indestructible. 
Use the flying carpet to save yourself some frustrations. The 
Daemon reveals the coordinates of the Shard of Hatred (I'A"-I'A") 
in the Underworld, and that it can be reached from the dungeons 
by Lost Hope Bay (Covetous and Wrong).

 The Alchemist will teach you a new spell: REL XEN BET. This 
sixth circle magic is composed of Silk, Ash, Mandrake, and 
Nightshade, and will turn foes to rats, making them easier to 
kill. This spell is especially useful for getting rid of dragons, 
but Daemons seem to have a resistance to it.

 Sutek, whose hut is on an island in the southern ocean, relates 
to you the proper method for using the Shards to dispose of the 
Shadowlords. He tells you that you must stand before the proper 
flame (Love, Truth, and Courage), call the name of the 
appropriate Shadowlord, and when he appears and is standing in 
the flame, (U)se that Shard. After the fireworks, the Shadowlord 
will be gone. Sutek explains the origin of the Shards for those 
who are really into the history of the land.

 THE MINOR KEEPS
                                   
 There are four minor keeps: Bordermarch, Farthing, Windemere, 
and Stonegate. They are all hidden in obscure locations 
throughout Britannia.

 Bordermarch is nestled in the mountains of an island off the 
western coast of Britannia. You will need the Grapple to climb the mountains to reach this keep. Sing the keep will reveal 
an Armoury in the northwest tower. Here you can buy Rings of 
Regeneration. This artifact is handy for regenerating your 
party's hit points while traveling. You will meet Dupre, a 
shining paladin and friend from ULTIMA IV, and he will offer to 
join you. Lady Tessa will tell you all you need to know about 
Lord British's Amulet, including the fact that without it, you 
cannot find the entrance to DOOM. Sir Simon gives you the 
information you need about the Crown and Sceptre. The Sceptre can 
dispel magical force fields, and the crown absorbs all magic -- 
no matter how powerful. All three of these artifacts are 
absolutely necessary in order for you to complete the Quest of 
the Avatar successfully.

 Farthing can be found on a small island off the southwestern tip 
of Britannia. Again, you will need to search the island and climb  
a few mountains to locate the keep. Once in the keep, you will 
meet some interesting people. Quinton, the keep's cook, tells you 
about Britannia's biggest gossip, Telila, who lives in Britain; 
he tells you to ask her about rumors or gossip. Dufus, a clumsy 
boy who is apprentice to the mage, Temme, tells you of a spyglass 
owned by the keep's owner, Lord Segallion. When you meet Lord 
Segallion and ask him about the spyglass, he will give it to you 
if you can answer his question. The poser he gives you is: "What 
is it the eight planets represent?" The answer: Virtues. With the 
spyglass, you can check the heavens in the evening to locate the 
Shadowlords. Temme, a mage of great repute, tells you of a new 
spell she has invented: AN YLEM. It will cause things to 
disappear. The problem is she cannot remember which reagents she  
used; they were either Ash and Mandrake, or Garlic and Blood 
Moss. You might experiment. I didn't, and I finished the quest 
without ever knowing.

 Windemere can be found on an island to the far north and east of 
the realm. Here you will meet Elistaria, who will give you the 
Black Badge of the Oppression when you can tell her the 
Oppression's password (IMPERA). She will also tell you that Thrud  
has other things for you. Thrud has a sword and shield, which I 
found had little use or value. But the Black Badge, along with 
the password of the Oppression, are the keys to a successful 
foray on Blackthorn's Castle, and the acquisition of the Crown of 
Lord British.

 Stonegate, the home of the Shadowlords, can be found in the 
mountains north of Cove. You will need to climb the mountains to  
secure entrance, and the pass is from the west side of the range. 
Use a gem to locate the access; however, do not waste your time 
in trying to assault this keep until you have disposed of the 
Shadowlords. Once you have taken care of all three of them, the 
entry to the keep and acquisition of Lord British's Sceptre is 
fairly easy. At the door to the keep you will meet a Daemon, who 
will pose you a riddle. Don't even bother trying to figure it out 
because it makes no difference whether you answer it correctly or 
not: He will still attack you. Just kill the sucker, and go on 
in.
The Sceptre is in the center of the keep, but board your carpet 
to get it or you will be sorry. Actually, using the carpet is the 
only way to get the Sceptre. Once you have it, leave. There is 
little else of interest in this keep.

 THE CODEX

 There is a large island in the far southeastern part of the 
ocean. This is the island on which the original entry to the 
Codex in ULTIMA IV was located. The path leading to the Shrine 
itself is quite obvious. Park your ship, take your skiff, dock, 
and walk up the path past the Guardians. You had better have a 
quest assigned from one of the Shrines, or you will not be able 
to pass. If you enter the Shrine to the Codex, everything else 
will be automatic. Once finished here, return to the Shrine from 
which you received the quest, and receive your reward.









 ULTIMA V
  Part 5

 THE UNDERWORLD

 There is one thing to bear in mind about the Underworld: It is 
huge! One should not explore the Underworld without a specific 
quest; random wandering is discouraged -- that is, unless you 
relish the idea of relentless attacks by Mongbats, and other 
creatures who are almost indestructible.

 There are two ways to get to the Underworld: by accident and by 
design. Let's dispose of the former. As you explore the oceans of 
Britannia, you will see your old "friend": the whirlpool from 
previous ULTIMAs. Unfortunately, you WANT to avoid this 
whirlpool, for it will whisk you and your party off to the 
Underworld without proper preparation (or, more importantly, a 
way back to the surface). It is, therefore, advisable to save 
your game any time you are beginning an ocean voyage. If you get 
caught in a whirlpool, you will probably want to quit and restore 
from that point. Actually, you can explore, earn experience and 
treasure, then "die" and be taken back to Lord British's Castle; 
however, there are more interesting ways to accomplish the same 
goals in this game.

 Instead, let's discuss planned trips into the Underworld. And, 
planned trips they should be! To be able to sustain the many 
dangers -- and frustrations -- you and your party will encounter, 
characters should be at least fifth or sixth level. You will need 
the best armour and weapons you can obtain at this point in the game. The magic axe is probably tht weapon you can use, and 
one of your Underworld quests will provide you with the Mystical 
Armour (and weapons) which provide the best protection. Absolute 
"musts" to have with you: the magic carpet, the mountain climbing 
grapple, many gems for viewing, and several moonstones (you have 
learned how to obtain the moonstones, haven't you?). You should 
have as many reagents as you can afford, and be sure to mix many 
cure poison (AN NOX) spells. On one of your quests, you will need 
a LOT of IN POR spells also. One of the most helpful artifacts 
you can have with you (in addition to the suggested inventory) is 
the Ring of Invisibility. Generally, you can equip one member of 
the party with this ring and remove all others from the screen 
during combat; the monsters will think everyone has left, and you 
will win the battle. Unfortunately, you will only get points for 
the monsters actually killed. While helpful in the Underworld, 
the Ring of Invisibility is an absolute MUST in the Dungeons.

 The quests can be categorized into four areas: search for the 
Amulet, obtain the Shards, quest for the Mystics, and enter Doom. 
Besides the whirlpool mentioned above, there are two planned 
methods for reaching the Underworld. The order in which you 
perform these quests (except for entering Doom, which must come 
last) is immaterial. However, acquiring the Shards and disposing 
of the Shadowlords was high on this Avatar's list of priorities!

 To obtain Lord British's Amulet, you must read and follow 
Remoh's Journal, which is contained in the boxed game material. 
This entrance to the Underworld is through a small lake to the 
east of Spiritwood, which lies to the south and west of Lord 
British's Castle. Getting to the lake is a real pain, as you must 
get there by skiff. The best plan is to sail your schooner around 
the southern tip of the continent, then up the west coast to the 
group of islands at the entrance to the large bay just south of 
Spiritwood. Board your skiff at this point, and sail up the river 
to the small lake that empties over a waterfall. Sail into the 
lake and into the waterfalls. Voila! You are in the Underworld. 
From this point, and until you reach the Amulet, follow EXACTLY 
the route taken by Lord British and his group as reported by the 
Scribe Remoh in his Journal. These directions are quite clear and 
don't need to be repeated here. Once you have the Amulet, you 
will be faced with the problem of getting back. Remember the 
impassable waterfalls and obstacles you passed getting here? 
Returning the way you came is impossible. You will have to use a 
Moonstone. Plant it and return to the surface. (Make sure you 
record where you use each moonstone. If you don't, you may find 
yourself teleporting endlessly around the Underworld later in the 
game.)

 Each of the three Shards is obtained by entering the Underworld 
via one of the dungeons. The Shard of Falsehood is from Deceit, 
the Shard of Hatred is from Covetous or Wrong, and the Shard of 
Cowardice is from Hythloth.

 If you talked to the twins in the Temple in Cove, you got very 
detailed instructions on how to get to the Shard of Falsehood.  What these young ladies failed to you was how to get back to 
the Dungeon entrance. If you follow their instructions closely, 
you will find a series of waterfalls, which end in a lake, in the 
middle of which is an island on which the Shard of Falsehood 
rests. You will obviously need the flying carpet to get it. Once  
obtained, you would normally try to hike, fly, or climb to get 
back; fortunately, you have this walkthru to save you lots of 
frustration! There are three ways to get back: Use a moonstone, 
climb some mountains, or commit suicide. The easiest way is to 
plant a moonstone, and return to the surface. There is a passage 
through the mountains to the east of the island. It requires lots 
of exploration (the magic gems come in handy here) and hit points  
to get through, but once you're through this mountain chain, you 
will be near the dungeon entrance.

 The last way is to allow your party to run out of hit points, 
die, and be returned to Lord British's Castle. Somehow, to me, 
this did not seem like the hero's way out! So you have the Shard 
of Falsehood and are back in Britannia. Other parts of this 
walkthru will cover what to do with the Shard.

 The Shard of Hatred is probably the easiest to find in the 
Underworld. From the Dungeon (either Covetous or Wrong), use a 
gem, and look for an area which is surrounded by paths. It will 
appear that you cannot enter because of the mountains. There is a 
path through the mountains from the northwest. The actual path 
will require exploration, use of gems, and lots of hit points. To 
get back to Britannia, another moonstone is suggested; however, 
you will need to return near to the dungeon entrance to use it. 
For some reason, I was never able to plant the moonstone in the 
enclosed area where the Shard was found.

 From Dungeon Hythloth you can take care of two quests. The 
Mystical Armour and the Mystical Arms are found in the center of 
a cross-shaped lava field to the north of the dungeon entrance. 
Again, as with much of the Underworld, you will need to climb 
mountains to get there, which requires many hit points and heal 
spells and potions. To obtain the Mystics, walk into the lava 
field and position the party just south of the center. Have each 
character S)earch twice.

 For the Shard of Cowardice, you will need a BUNCH of IN POR 
spells and gems. This area of the Underworld is like many rooms 
without any doors. The only way to get from room to room is to 
position the party at the furthest point of the direction in 
which you want to move, and cast an IN POR. Start from the area 
in which the dungeon entrance is located, and IN POR west until 
you can go no further. To tell where the boundaries to this area 
are, if you use a gem, you will not see any additional open 
spaces. Generally, the whole area is shaped like a long  
rectangle. Once you have the pattern down, just IN POR from area 
to area, search the area thoroughly (the Shard is in plain 
sight), gather experience, and then you are ready go back to the 
entrance to Hythloth. This dungeon was the only one I found that 
could be re-entered for travel back to the surface.

 Now you have the Amulet, the three Shards have been obtained and 
used, you have the party equipped with the Mystics, and you're 
ready (hopefully!) to begin the final quest of the game. For the 
trek to Doom, you will need a little more preparation than that 
which was required at the beginning of this section. Since you 
will be entering the end-game phase, your Avatar should be at 
least level eight. The spells of the Eighth Circle are very nice 
to have. You will absolutely have to have the following with you,  
because once you reach and enter Doom, there is no turning back. 
In addition to the Amulet, you need the Crown, Sceptre, and the 
mysterious box from Lord British's private apartment atop his 
Castle. You need the carpet, as well as many reagents and mixed 
spells as possible, and lots of food. Okay, if you're ready, 
let's go to Dungeon Shame and enter the Underworld.

 At the Underworld entrance to Shame, board your magic carpet. 
The ground in this part of the Underworld is deadly swamp. Travel 
due east as far as you can go. Use a gem, and you should see an 
area to the west which is grassland bordered on the east by 
water. IN POR to the east, and travel by carpet to the island, 
which has many lava flows and mountains. Again, be prepared to 
take lots of damage trying to reach your goal. Equip the Amulet. 
Repeat, equip (Use) the Amulet, enter one of the lava streams, 
and walk towards the center of the island. You will come to 
darkness. Enter the dark area and use a gem. The Amulet allows 
you to "see" the entrance of Doom. Work your way to it, enter, 
and begin the final stages of the QUEST of the AVATAR.







 ULTIMA V
  Part 6

 So you've destroyed the Shadowlords, completed all of the shrine 
quests, gathered a group of powerful heroes, and recovered all of 
Lord British's items (including the Sandalwood Box!). Your 
incredible quest is almost at its end. Take a breather, then 
enter Dungeon Doom.

 Level 1: You'll find yourself in a strange room with ethereal  
walls that appear to hide any exit. It's time to use Lord 
British's Sceptre. Walk over to one of the walls (I went west) 
and use it. The power of the sceptre will cause the walls near 
you to disappear. Walk through (it doesn't matter which direction  
you go). Walk down the corridor until you find a ladder. Klimb 
down.

 Level 2: View a gem. Get oriented, and then walk forward a 
space, turn left, walk forward twice, turn left, then walk 
forward to the down ladder, and Klimb down.

 Level 3: View a gem again. The room you want to go to is the 
farthest to the east, and lies beyond those secret doors.  
Depending on which route you have taken so far, this route will 
be different. From wherever you are, though, head east. The way 
through the secret door is east. Enter the room, and defeat the 
demons. You should know good battle tactics by now. The only 
trouble you should have in this room is with the ghostly "ward" 
blocking your passage. The sceptre will destroy it as it did at 
the start of Doom. Klimb down the ladder twice to
level 5.

 Level 5: You may want to save your game at some time; just keep 
this in mind. Fortunately, ULTIMA V allows us that privilege. 
From here go east to an up portal. Using a gem, you'll find that 
this level is shaped like a diagonal 8. Again, you may have taken 
a different route, in which case you would go west to the other, 
north up portal. Whichever you use, go up.

 Level 4: You should be in a "plus" shaped room. Walk into the 
center of the "plus," then descend through the portal.

 Level 5, again: It's another of those wacky repeat levels seen 
so often in the ULTIMAs. Go east to the crossroads, then turn 
right, and go forward twice. Take this ladder up.

 Level 4, again: From here, jog east a couple of squares, then 
descend the portal (it may be concealed). Klimb down from the 
ladder on Level 5. Welcome to Level 6.

 Level 6: Go north a square, turn right, forward four times, turn 
right, forward three times, turn left, then forward into the 
room. Basically, just follow the corridor. Once in the room, 
polish off its denizens, then head north. You'll find a ladder at 
the end of the corridor. Take it down to Level 7.

 Level 7: Here we'll do something tricky. If you kept going down, 
you'd end up at level 8, but it would only be a turnaround back 
up to level 6. So let's see what's in this little room to the 
south. Geez! Demons, Dragons, Sandtraps, oh my! With luck, your 
Avatar or wizard is eighth level. It is now IN VAS GRAV CORP or 
IN FLAM HUR time. The aforementioned spells work splendidly in 
this room. Finish off the incinerated inhabitants, pick up your 
spoils, and find the ladder down (in the middle of the room). Go 
down.

 Level 8: Your quest is almost over. At this point, exhale 
voluntarily. Feels good to have almost completed ULTIMA V, eh? 
The rest of Doom is a convoluted contortion of some "Chutes and 
Ladders" offshoot. Right now, though, you're in a room filled 
with nasties. Position your mage at the bottom of the screen, 
then start lobbing your magic axes toward the northwest corner. 
There is a secret door trigger there somewhere. When you hit it, 
a slew of mongbats will parade out of a new opening. IN VAS GRAV 
CORP them (or IN FLAM HUR). Crisp, crisp, crisp little bats!  Dance wildly through the passage to est. Go up the ladder in 
the corridor.

 Level 7: Here's a neat room. After defeating the foul host, find 
the secret triggers on the east wall (three of them, I believe). 
After opening the passage, hike north, then take the ladder or 
down portal (whichever) down.
                           
 Level 8: Go west from the portal, then take the ladder up.

 Level 7: View a gem. There should be a down portal in the middle 
of this "C." Take it down.

 Level 8: You'll end up on an isle in the middle of a tiny lake. 
Fight your way off, then walk around in the north. A trigger 
should open a passage in the northeast corner. Go into the 
passage, and push around. Another passage will open to the east. 
Go through it, then klimb up to level 7.

 Level 7: This room is fairly similar to the one higher up on 
level 3. Kill the demons, then run to the east after using the 
sceptre -- a pool of fire usually springs up. Exit the room, and 
search in front of you. I wonder where that pit leads to? Take it 
down.

 An odd room. Definitely not the kind of thing you'd normally see 
in a dungeon. Are you at the core of the world? Where's Lord 
British? Search around. I will leave the final "puzzle" up to 
you. Once you've found out where you need to go, go there.

 Congratulations on the completion of a truly wondrous game! Good 
thing you brought that sandalwood box along. Revel in your glory, 
and prepare for the next of Lord British's unique gaming 
experiences -- ULTIMA VI. Just as ULTIMA V has defied the law of 
sequels, I am confident that ULTIMA VI will, as well.

 Always remember: The quest of the Avatar is forever!

 ****Call Dark Domain BBS ----- The Raven*****
                              
 




                                         



 ULTIMA V
  Part 7

 MISCELLANEOUS ITEMS

 The following paragraphs will give specific information that's useful in obtaining Lord British'sn jewels, which are needed 
to complete your quest.

 Crown: The crown can be easily retrieved with the use of the 
magic carpet. This item is within Blackthorn's castle (located at 
position P'F"-M'E", or west from the Codex). The crown is located 
on the top level. This is how to get there:

 From the entrance of Blackthorn's castle go north, and go up 
either one of the stairways located on the back wall. You will 
arrive and see a man sitting in a chair. Go through the secret 
door behind the ladder, and then go up the ladder right after it. 
You will find yourself in Blackthorn's throne room. Do not talk 
to Blackthorn or the jester. Go through the door on the north  
wall (not the secret one), and up the ladder. You're on the roof. 
On the southern side is the entrance to the chamber with the 
crown. Try to avoid the Gargoyles, for they are hard to kill and 
will duplicate like slime. Use a skull key to open the door and 
get the crown. The crown will absorb all magic used against you.

 Amulet: The amulet is located in the Underworld and is found by 
reading the journal of Lord British's travels which come packaged  
with the game. The following is a summary of the directions:

 Enter the waterfall located in Spiritwood (I'J"-D'G"), and you 
will end up in the Underworld. From there, travel south along the 
river. Soon you will come to a fork leading east and south; take 
the southern route. Continue past the waterfall, and take the 
west route at the next fork. Continue north from here. You will 
go through a waterfall and then into a lake. Go south, following 
the shore, until you come to two streams; take the western one. 
Follow this stream, through three waterfalls, into another lake. 
Here, you should see a rowboat. Follow the footpath south into a 
grassy area. Go through the north exit, which will lead to an  
eastern path. Soon your path will turn south and you will enter 
into an area of swamps. There is a passage out to the northeast. 
This path will eventually lead to the "grave of lost souls," 
which is where the amulet is hidden.

 Sceptre: The sceptre is located within the Shadowlords' castle. 
This castle is locked in by mountains and is located at E'K"-
J'E". No spells can be cast in this castle, and all three 
Shadowlords will be there. The sceptre is in the center of the 
castle. Just enter (use the skull keys to get in), and go north 
until you see the sceptre. It is surrounded by trapdoors, which 
will drop you into a screen of fire; you will die if you fall. 
The solution to this is to use the magic carpet. The sceptre is 
used to dispel magic fields anywhere.

 POTIONS AND SCROLLS

 There are many extremely useful potions and scrolls in ULTIMA V. 
They are usually found in bookshelves or under beds. Here is a 
list of these useful potions and scrolls, and their functions:

 POTIONS:

 Purple - Turns player into a rat, just like the spell.
 Black - Turns player invisible for combat. Same as a Ring of 
 Invisibility.
 White - Gives a short view of the non-combat, non-dungeon 
 screen. Very handy in the Underworld!
 Yellow - Performs a heal spell on the player it's used on.
 Green - Poisons the player it's used on.
 Orange - Performs a sleep spell on the player it's used on.
 Blue - Casts awaken on a player.
 Red - Cures a player of poison.


 SCROLLS

 Purple - Rel Xen Bet (1 Sp Silk, 1 S Ash, 1 Mandrake, 1 
 Nightshade) Rat Spell Black - Sanct Lor
 White - Wis An Ylem
 Yellow - Mani, occasionally Vas Mani (unpredictable)
 Green - In Nox Grav (on player); not really applicable to spell
 Orange - In Zu Grav (on player); not really applicable to spell
 Blue - An Zu
 Red - An Nox (Extremely handy!!!)

 
 

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