 
 
                    ::::::::::::::::::::::::::::::::
                  :::  ULTIMA VII: THE BLACK GATE  :::
                  :::      >> WALKTHROUGH <<       :::
                  :::       and other tips!        :::
                  :::                              :::
                  :::       by the Scourge         :::
                  :::  adam @ mentor.cc.purdue.edu :::
                    ::::::::::::::::::::::::::::::::
 
::: WARNING!! ::: This file contains EXPLICIT instructions on how to
finish Ultima VII: The Black Gate.  It's full of spoilers, so don't read
this if you aren't TOTALLY stumped!
 
This file is divided into two parts, Helpful Stuff and the Walkthrough.
The first part contains information on reagents, spells, and other stuff
found in Britannia.  The Walktrough section guides you step-by-step
through what you need to finish the game.
 
Sorry if this is formatted funny, but hey, life's a bitch.
 
 
                     ::::::>> HELPFUL STUFF <<::::::
 
 
:: MAGIC ::
 
Here is a list of all reagents and spells and where to get them cheap.
Thanks goes to Joe Himdickel who compiled the original list last month.
 
Mage       Location   Reagents(price)
---------  ---------  -----------------------------------------------------
Wis-Sur    Vesper     Pearl(34), B.Moss(16), M.Root(32), Silk(20), S.Ash(25)
Mariah     Moonglow   Pearl(8), Garlic(1), Ginseng(2), M.Root(7), N.Shade(6)
Rudyom     Cove       Pearl(5), B.Moss(3), Ginseng(2), M.Root(5), S.Ash(4)
Nicodemus  Yew        B.Moss(3), Garlic(2), M.Root(5), N.Shade(5), Silk(3)
Nystul     Britain    Pearl(10), B.Moss(6), Ginseng(4), M.Root(10), S.Ash(8)
Sarpling*  Terfin     B.Moss(2), Garlic(1), Ginseng(1), S.Ash(3)
 
* Note Sarpling does not sell spells.
 
 
Following is a list of all the spells and where to find them listed from
cheapest to most expensive:
 
:: First Circle ::
 
Awaken All        Rudyom(25)
Create Food       Nystul(35), Mariah(60)
Cure              Nicod.(25), Rudyom(25), Mariah(80)
Detect Trap       Nicod.(25), Rudyom(25), Mariah(100)
Great Douse       Wis-Sur(30), Nystul(35)
Great Ignite      Nicod.(25), Wis-Sur(30)
Light             Rudyom(25), Wis-Sur(30), Nystul(35), Mariah(40)
Locate            Nicod.(25), Wis-Sur(30), Nystul(35)
 
:: Second Circle ::
 
Destroy Trap      Nicod.(45), Rudyom(45), Wis-Sur(50), Mariah(100)
Enchant           Nicod.(45), Wis-Sur(50), Nystul(55)
Fire Blast        Rudyom(45), Wis-Sur(50)
Great Light       Rudyom(45), Wis-Sur(50)
Mass Cure         Nystul(55)
Protection        Nicod.(45), Nystul(55), Mariah(80)
Telekinesis       Rudyom(45), Nystul(55), Mariah(60)
Wizard Eye        Mariah(40), Nicod.(45)
 
:: Third Circle ::
 
Curse             Rudyom(65), Wis-Sur(70)
Heal              Rudyom(65), Mariah(40), Nystul(85)
Paralyze          Nicod.(65), Rudyom(65), Wis-Sur(70)
Peer              Mariah(60), Nicod.(65)
Poison            Nicod.(65), Rudyom(65), Wis-Sur(70)
Protect All       Nystul(85), Mariah(100)
Sleep             Mariah(80), Nystul(85)
Swarm             Nicod(65), Wis-Sur(70), Nystul(85)
 
:: Fourth Circle ::
 
Conjure           Wis-Sur(90), Nystul(95)
Lightning         Rudyom(85), Wis-Sur(90)
Mark              Mariah(40), Nicod.(85), Rudyom(85)
Mass Curse        Wis-Sur(90), Nystul(95)
Recall            Mariah(60), Nicod.(85), Rudyom(85)
Reveal            Wis-Sur(90), Nystul(95)
Seance            Mariah(80), Rudyom(85)
Unlock Magic      Nicod.(85), Nystul(95), Mariah(100)
 
:: Fifth Circle ::
 
Charm             Mariah(60), Rudyom(115)
Dance             Mariah(100), Rudyom(115)
Dispel Field      Nicod.(115), Wis-Sur(120), Nystul(125)
Explosion         Nicod.(115), Rudyom(115), Wis-Sur(120)
Fire Field        Mariah(80), Wis-Sur(120), Nystul(125)
Great Heal        Rudyom(115), Nystul(125)
Invisibility      Mariah(40), Nicod.(115), Nystul(125)
Mass Sleep        Nicod.(115), Wis-Sur(120)
 
:: Sixth Circle ::
 
Cause Fear        Mariah(80), Nystul(145)
Clone             Mariah(40), Rudyom(135), Wis-Sur(140)
Fire Ring         Nicod.(135), Wis-Sur(140), Nystul(145)
Flame Strike      Nicod.(135), Wis-Sur(140), Nystul(145)
Magic Storm       Mariah(100), Rudyom(135)
Poison Field      Nicod.(135), Rudyom(135)
Sleep Field       Mariah(60), Rudyom(135), Nystul(145)
Tremor            Nicod.(135), Wis-Sur(140)
 
:: Seventh Circle ::
 
Create Cold       Rudyom(155)
Death Bolt        Nicod.(155), Nystul(165)
Delayed Blast     Nicod.(155), Rudyom(155)
Energy Field      Mariah(100), Nicod.(155), Nystul(165)
Energy Mist       Mariah(60), Nicod.(155), Nystul(165)
Mass Charm        Rudyom(155)
Mass Might        Mariah(40), Nystul(165)
Restoration       Mariah(80), Rudyom(155)
 
:: Eighth Circle ::
 
Armageddon        Rudyom(185)
Death Vortex      Nicod.(185), Nystul(195)
Invisibiliy All   Mariah(100), Nystul(195)
Mass Death        Nicod.(185), Nystul(195)
Resurrect         Mariah(40), Rudyom(185)
Summon            Nicod.(185), Rudyom(185)
Swordstrike       Mariah(80), Nicod.(185), Rudyom(185)
Time Stop         Mariah(60), Nystul(195)
 
 
 
 
 
:: TRAINERS ::
 
Here is a list of all the trainers I found and what they specialize in.
Some missing info came from other help files I found with respect to
their authors!
 
* marks trainers that give you more training for your buck.
 
Place      Name       Specialization                Cost
---------  ---------  ----------------------------  ----
Britain    Sentri     Dex                           30 (free if in party)
           Denby      Dex, Intel, Magic             75
           Zella      Dex, Combat                   45
Buc. Den   Lucky      Intel, Luck (?)               35
Cove       Rayburt    Str, Dex, Combat              60
Jhelom     De Snel    Combat*                       40
Minoc      Karenna    Dex, Combat                   20
           Jakher     Str, Intel                    20
Moonglow   Jillian    Magic, Intel                  35
           Chad       Dex, Combat                   45
Ser. Hold  Menion     Str, Combat                   45
Terfin     Inforlem   Str, Dex, Combat,
                      Intel*, Magic                 50
Trinsic    Markus     Combat                        20
Vesper     Zaksam     Combat*, Str                  40
Yew        Perrin     Intel*, Magic                 45
           Bradman    Dex*                          30
           Penni      Str, Combat                   35
 
 
 
                    ::::::>> WALKTHROUGH <<::::::
 
 
Ok, since I've been getting TONS of netmail asking me to, I decided to
write this to help all you stuck Ultima fans out there.  I've seen a
couple solves floating around already, but they were shaky at best, so
here it goes...
 
: Note :  There are essentially two ways to go about this game.  You can
either follow Elizabeth and Abraham's trails and work on solving the
murders, or you can cut to the chase and do the important stuff.  I
decided to tell you how to chase E&A, which takes a little longer, but
gives you more enjoyment of the plot development.
 
 
::: TRINSIC ::: You appear in Trinsic.  Search the stables and get the
key.  Use it on the chest in the dead guy's house (west side of town).
The scroll is your first clue that the Fellowship is not what they claim
to be.  Talk to the victim's son, Spark, and Gilberto in the healer's.
Talk to the mayor and get permission to investigate outside of Trinsic.
If any of you have "lost" your documentation, drop me some email and
I'll send you a patch that will bypass the protection scheme in Trinsic.
 
::: BRITAIN ::: Skip Paws and go to Britain.  Talk to Lord British, get
the Orb of the Moons (VERY useful).  He'll tell you to find Rudyom in
Cove.  Talk to Batlin at the Fellowship, and tell him you want to join
the Fellowship.  Take the package to give to Elynor in Minoc.  Also talk
to the mayor, Millie, Gordon, and Clint, the shipwright.  You will learn
the Elizabeth and Abraham have gone to Minoc.  Following this little
goose chase is a good way to follow through on what you need to do to
finish the game.  Also visit the museum and acquire the moonstones (I
like Iolo's little comments on this... :)  I would also get the Mark and
Recall spells as soon as you are able.
 
::: COVE ::: Talk to Rudyom, get the wand and 4 pieces of blackrock.
Read his notebook.  If you're a softie, talk to the girl at the shrine,
she's a sure thing. :)
 
::: MINOC ::: Surprise, surprise, another murder... Go to the sawmill
ASAP. Talk to everyone outside.  Get the dagger from the murder scene.
If you really wanna learn about the Fellowship, open the package before
giving it to Elynor. You can still give it to her and Batlin will be a
little miffed, but he'll still let you join.  Talk to Margareta, learn
your fortune.  Most of what follows will help you fulfill your destiny.
You will also learn in Minoc that Elizabeth and Abraham have gone to
Paws.
 
NOTE : Solving all of the little town mysteries is not necessary to
finish the game (a couple are, but most are just for kicks).  If you're
into maximum game enjoyment, then I recommend you take the time to solve
them.
 
:: PAWS ::  Talk to Feridwyn.  He'll say E&A (Eliz. and Abraham) have
gone to Jhelom.  You can stay and solve the little "missing venom"
mystery if you like. It will give you practice on how to deal with
people and get information from them.  Head to Jhelom.  If you can't
afford a ship by now, go to the western entrance to the dungeon Despise
(next the Lost Lake surrounded by mountains NW of Britain) and get the
flying carpet.  Follow north shore of the river that feeds the lake and
it will be sitting there.  Very useful item (and it's free!). While
you're in Paws, buy the hourglass from Beverlea and keep it in a safe
place.
 
:: JHELOM ::  Talk to Joseph the mayor.  He says E&A have left for
Britain (of course).  While you are here, talk to DeSnel about the
serpentine dagger you found in Minoc.  You can solve the mystery with
Sprellic and the banner of Honor, but it's not necessary.  Keep in mind
that killing townsfolk is ok ONLY if they attack you first.
 
:: BRITAIN (again) ::  Go to Britain again and talk to Batlin.  He'll
tell you to go to Destard and find some Fellowship gold.  Destard is
located to the SW of paws on the west side of the mountains.  You don't
have to go in, just go near it.  It's PACKED with treasure and gems and
dragons, so be careful. (Invisibility is almost a MUST here).  There are
also some glass swords in there (save at least one for later...).  Go
back to Britain, and join the Fellowship at 9pm that night (don't listen
to your friends).  There is another documentation scheme here.  Batlin
will ask you 2 of 3 random questions I've seen.  Ginseng must be boiled
40 times and Mandrake can be found in 2 places in Britannia.  I think
the answer to the picture question is 6.  Trial and error will help if
that's the wrong answer.  Make sure you wear your Fellowship amulet, it
will effect the way some characters treat you.  Looks like E&A have
headed towards Vesper.
 
:: VESPER ::  Find Auston the mayor.  He's not a Fellowship branch
leader, but he has talked to E&A.  He will refer you to Cador, who tells
you they went to Moonglow.  This is an interesting town.  Be careful
what you say if you go into the gargoyle tavern...
 
:: MOONGLOW ::  Very important city... Talking to Rankin, the Fellowship
branch leader, will reveal that E&A have moved on (surprise surprise) to
Terfin, the island home of the Gargoyles.  While you are here you need
to awaken Penumbra who has been asleep since your last visit to
Britannia.  Next to the door of her house is a plaque.  By reading it
repeatedly, you will learn how to open the door (by placing a hammer,
gold ring, lockpick, spindle of thread, and some other form of gold next
to the plaque).  This will open the door.  Once in side, awaken Penumbra
with your Awaken cantrip or by using a potion.  She will say she needs
some blackrock to shield her room before she can continue to help you.
Well, what do you know?  If you've followed along closely, you should
have 4 chunks of it with you.  Put them on the pedestals in her room and
talk to her again.  She will tell you to find the Ethereal Ring.  This
would be a good place to cast a Mark spell so you can return when you've
found the Ring.  Terfin would be a good place to start.
 
:: TERFIN ::  Talk to everyone, especially Draxinusom and Quan.  E&A
have headed to the Meditation Retreat.  You can solve the altar
conspiracy here if you like, but it's not necessary.  You will also
learn that the Ethereal Ring is on the isle of Spektran (NW of Terfin).
You will get the ring later.
 
:: MEDITATION RETREAT ::  If you go to the Retreat (NOT necessary at
this point, you will return later...) you will learn that Ian will only
permit entrance to Fellowship members (which you are, I hope...).  You
will learn that E&A have gone to Buccaneer's Den.  Before you pursue
them any further you must find the omniscient Time Lord.  The first step
is to go to Empath Abbey west of Yew.
 
:: EMPATH ABBEY ::  Talk to Taylor the monk.  He will tell you about the
Emps that live in the woods.  If you've seen them, you'll know they
won't speak to you (unless you have some honey).  Go to the Bee Cave and
get two or three clumps of honey.  The Bee Cave is no big deal.  I found
that you could basically run right through the bees and they won't
really give a shit.  Use the smoke bomb if you get in trouble.
 
:: EMPS & WOODS ::  With the honey, you are able to talk to Trellek the
Emp about finding the Wisps.  If you're having troubles finding the
Emps, look for the giant white Silverleaf trees in the woods.  Trellek
will need permission from Saralek who needs permission from Solomon, the
Emp leader.  Solomon will give you a written agreement to have Ben the
woodsman sign to stop the destruction of the Silverleaf trees.  Ben's
cabin is on the very western edge of the forest near the shore.  When
you've gotten the treaty signed, Solomon will grant you permission to
take Trellek to the Wisps, but Saralek changes her mind. Instead of
going with you, Trellek will give you a whistle to call the Wisps with
(that was easy, huh? :)  Head to Spiritwood to find the Wisps (near
Destard).  They can also be found in the abandoned fortress they've
inhabited somewhere near Yew woods.
 
:: THE WISPS ::  Blow the whistle when you're near a Wisp and it will
talk to you.  They will offer you information if you bring them
Alagner's notebook. They will also give you valuable information on the
Guardian.  Off to New Magincia!
 
:: NEW MAGINCIA ::  Alagner will agree to give you his notebook if you
answer the questions of Life and Death.  This must be done by asking the
Tortured One in Skara Brae. It might save time if you Mark Alagner's
house so you can return his notebook quickly later.  If you haven't
acquired a Seance spell yet, go get one and head towards Skara Brae on
foot.
 
:: SKARA BRAE ::  Use the Seance spell and hitch a ride from the
Ferryman. Destroyed by an accidental fire, Skara Brae is home of the
Dead.  Talk to everyone (especially Mordra).  Make sure you pick up the
Mandrake Essence (the glowing potion), an empty vial, a curing potion,
and potion of Invisibility at Mordra's pad.  Go to the Smithy and talk
to Trent.  Take the music box and go to the Dark Tower in the NW edge of
the isle.  Use the music box near Rowena and take her ring to Trent.
Take the finished cage and go to the Alchemist's. Caine won't answer the
questions until you destroy the Liche.  Plug the three potions and the
empty vial into the thingamajig and turn the burner on.  If you did it
right, a sparkling blue potion should fill up the vial.  Take that and
the cage to the Dark Tower.  Go to the back of the Tower (through the
fake wall by the stairs) and use the cage on the Well.  Go to the throne
room and wait for midnight.  When Horance lies down, plop the cage over
him and use the potion. Horance says you need to find someone to
sacrifice.  Talk to Forsythe the mayor. Now you get to find and talk to
EVERYONE in the town, including those who you've talked to already.
After everyone refuses to sacrifice themselves, Forsythe will agree.
Take him to the Well and destroy it.  Go to Caine and learn that there
are NO answers to Life and Death (you MUST still do this).
 
:: TIME LORD :: Go to New Magincia, and tell him there are no Answers.
Get the key, find the notebook in his storeroom and take it to the
Wisps.  Use your Orb to beam to the Time Lord.  He will direct you to
the dungeon Despise to destroy the ether-screwing generator.  Before you
can follow up on this, you need to destroy the generator found in
Deceit.  In order to do this, you need the aforementioned Ethereal Ring
(ie Spektran!).  If you go to Alagner's to return his notebook, you'll
find him dead (very dead, actually).  Use his crystal ball and you'll
get your first glimpse at the much sought Elizabeth, Abraham, Hook, and
Forskis...
 
:: SPEKTRAN ::  The door to the Sultan's place should open when you
approach it. As you will see, the Sultan is somewhat of a loony.  You
need to kill his harpy and take its key.  The harpy can be easily killed
using invisibility or a glass sword (make sure you still have at least
one glass sword when you leave here. It's ok if you don't, but it will
save you much heartache later...).  To reach the room with the ring you
need to stack the crates on the table (three high I think...).  Now head
to Moonglow and have Penumbra enchant the ring.
 
:: DECEIT ::  This dungeon isn't too tough, but what's inside the
generator IS. Follow all the hallways and find the false walls (try
walking into the dark areas and you'll see what I mean).  You can talk
to the Cyclops if you want, but it's not necessary.  Before you approach
the generator, drop all your party members and put on the Ring.  Inside
the generator is the ugliest, toughest fucker in the whole game (he's
the one you've been saving the glass sword for). I didn't have any more
glass swords by the time I got here and still killed him, so don't fret.
By cornering him and using LOTS of healing and protection potions, you
can do it with any magical weapon.  Click on the box in the middle of
the room and watch as the generator collapses.  There should be a
miniature tetrahedron sitting on the ground.  GET IT and get out of
Deceit.  Now Nicodemus (in the "chessboard house" in Yew) is able to
enchant your hourglass, which is needed to approach the next generator
in Despise.
 
:: DESPISE ::  DON'T enter the northeastern entrance to Despise.  It's
good for experience, but not necessary.  Use the entrance on the Lake
(the one where you found the flying carpet).  I won't get into the
details of Despise, but you need to get around the teleporters and
follow the tunnels east of the entrance.  The tunnels will burrow around
to the SW side of the lake and you'll find the Spherical Generator.
You'll find a moongate puzzle inside.  The correct sequence is RED,
BLUE, BLUE, RED.  Pick up the small Sphere and leave (via Recall if
possible :)  One more generator to go!
 
:: MEDITATION RETREAT AGAIN ::  This place is pretty much a bore, except
for the cave that you're not allowed to enter (ooo! are you shaking??).
By this point in the game you should have gotten a feel for what the
Fellowship is about (nothing good, that's for sure...).  In the cave is
the Cube generator.  You won't be able to approach it, but you should
Mark it so you can beam back later. After reaching the Cube, contact the
Time Lord by using the hourglass.  He will tell you to find a mineral
called Caddellite.  This is found on the Isle of Ambrosia.
 
:: AMBROSIA ::  This island is kinda hidden.  It's located in the NE sea
of Britannia.  If you've been using the map from the game package or the
one found in the game itself, you won't be able to see Ambrosia because
it's under the little compass icon in the upper right corner.  It's a
large island and shouldn't be too hard to find.  Inside a cave on this
island is where the Caddellite is found.  It's guarded by a three headed
Hydra.  Surprisingly the Hydra is huge wimp and croaks quickly in
combat.  You'll need one chunk of Caddellite per party member (or just
one if you plan on approaching the Cube alone.  You can't take your
party members inside anyway...).  Take the Caddellite to Zorn in Minoc
and he will fashion helmets for you.
 
:: MEDITATION RETREAT again :::  Beam back to the Cube and go inside
wearing your special helmet.  The puzzle inside involves walking on
certain spots of the walkway that trigger the bridges to other parts.
Trouble is, some spots remove other bridges as well.  I could go on for
a page or two on how to solve it, but it would be easier just to tell
you to save the game a lot and do it yourself. It's hard, but not
impossible.  Just look out for the fire fields and fireballs. Another
hint: you'll cover almost 100% of the walkways before you're able to get
to the center.  After the Cube crumbles, take the little cube and head
to Buccaneer's Den.
 
:: BUCCANEER'S DEN ::  Now you're after the ever elusive E&A and the
killer Hook.  Possession of the little Cube forces the truth out of
people who would normally lie to you (ie most people in Bucc. Den...).
Talking to Danag at the Fellowship Branch will reveal much about Hook,
Elizabeth, Abraham, and the fucked up Fellowship.  Talk to Sintag at the
House of Games and get the key from him.  The door in the Games leads
into the mountain passages where Hook's hideout is.  In his hideout,
you'll find the navigational plans for the ever elusive Crown Jewel, and
the Black Gate key used to get past the barrier on the Isle of the
Avatar.  Also in his hideout is a list of people the Fellowship has
eliminated (with you and ol' LB yet to go).  There's nothing much else
in those tunnels, except for a some torture chambers used by the
Fellowship and a couple worthless prisoners.  Off to the Black Gate!
 
:: ISLE OF THE AVATAR ::  If you're not 8th level by this time and able
to cast some major kickass spells, you might want to do some
experience-collecting before going here.  The key from Hook's place will
allow you to pass the barrier on the south side of the island and get
into the dungeon.  This dungeon is rather long and hard.  A couple tips:
 
     - It is not necessary to kill the dragon.  Lots of
       cool goodies though! (ie a Glass Sword that will be
       handy  soon)
 
     - The Chair of Change teleports you to one of 3 places
       in the dungeon if you sit in it.  At each location it
       takes you, examine all the walls for hidden passages.
 
     - Sitting in the Throne of Virtue (or whatever its
       called) will make the Chair of Change take you to a
       fourth place, necessary to get to the Gate.
 
     - In the "Fellowship Hall" try fiddling with the
       medallion.
 
     - Watch out for the Paladin guarding one of the last
       doors, he's an asskicker (use a Glass Sword if you
       have one...).
 
     - Take the mage's spellbook from his room.  It's
       fully loaded!
 
     - If you still can't find the Black Gate room, try
       looking for any keys you might have missed.  Also
       poke on every wall you see, there's lots of
       illusionary walls.
 
:: THE BLACK GATE ::  Ah, the gang's all here!  After some little
bickering, they will attack you.  I had troubles winning this battle
hand-to-hand until I found a useful little spell called Death Vortex.
If you use it, DON'T cast it on an enemy.  Cast it on YOURSELF.  This
spell is useful to say the least. After everyone croaks (except the
little weasel Batlin) you'll be left with the choice of returning home,
or using Rudyom's Wand (you still have it I hope!) on the Gate.  The
animated sequence at the end of the game is kinda short, but
_completely_ amazing.

--<eof>

