SugarTickles
Walkthrough · Origin Systems · 1992

The Black GateUltima VII, Part One

Two hundred years have passed in Britannia. A ritual murder in Trinsic, a cheerful new Fellowship, and a voice only you can hear lead the Avatar to the Black Gate. Check off steps as you go; your progress saves in this browser.

18 chapters + Forge of Virtue Side quests by town Tracks your progress

Credits & Sources

This guide is a SugarTickles rewrite, combining and reorganizing three walkthroughs for playing alongside the game, with known facts added and gaps marked for our own playthrough. Full credit to:

  • The Ultima Codex — Ultima VII walkthrough, by the Codex of Ultima Wisdom contributors, licensed CC BY-SA 3.0. It's the source for the main plot details, the Forge of Virtue tests, and the side quests.
  • Mike's RPG Center — Ultima VII: The Black Gate walkthrough (© 2000–2011 mikesrpgcenter.com). It's the source for the chapter structure and the step-by-step routes for Alagner's storehouse, Deceit, the Cube maze, and Hythloth.
  • "the Scourge" — Ultima VII: The Black Gate Walkthrough & Help File (June 1992), with reagent and spell lists compiled by Joe Himdickel. It's the source for the Elizabeth & Abraham trail, the trainer and reagent tables, and the battle tips.
  • Bootstrike.com — Ultima VII copy-protection answers, for the Copy-Protection Answers table.
  • Maps — the Interactive Ultima 7 Map by Kxmode (CC BY-NC-SA 4.0; map art by Ian Albert), and the cloth map scans from Xe Dragon's High-Res Ultima Map Project. We link to these rather than copying them.

Where sources disagree, you'll see a gold "To verify" note until we've confirmed the answer in our own playthrough. Dashed "Your notes" boxes mark spots to fill in. Screenshots and video are our own captures.

License: because this page adapts Ultima Codex material, its text is shared under CC BY-SA 3.0. Ultima VII: The Black Gate and Forge of Virtue are © 1992–1993 Origin Systems, Inc. / Electronic Arts. SugarTickles isn't affiliated with Origin or EA. This is a fan guide, made with love.

Setup

Installing the Game

Buy it on GOG, play it with Exult, and add mods, on a Mac or a PC

1. Buy the game

Ultima 7 Complete on GOG includes The Black Gate, Forge of Virtue, Serpent Isle, and The Silver Seed. Install it from the GOG website or the GOG Galaxy app. It comes set up to run in DOSBox, but the free Exult engine plays much better on modern computers: higher resolutions, bug fixes, and mod support. Exult still needs the GOG game files, so install the game first.

2. Install Exult

Get the latest version (1.12.1 as of this writing) from the Exult download page: the .dmg for Mac or the .exe installer for Windows.

3. Point Exult at the game files

Exult needs the folder that holds the game's STATIC and GAMEDAT folders. If Exult says it can't find the static folder, it's pointed at the wrong place.

🍎 On a Mac
  1. Drag Exult.app into your Applications folder.
  2. GOG puts The Black Gate in Applications as its own app. The game files are hidden inside it, in:
    /Applications/Ultima VII™  - The Black Gate + The Forge of Virtue.app/Contents/Resources/game
    To peek inside, right-click the app in Finder and choose Show Package Contents. Note the ™ symbol and the two spaces before the dash in the app's name. The path has to match exactly.
  3. Exult's settings live in ~/Library/Preferences/exult.cfg. In Finder, choose Go → Go to Folder…, paste ~/Library/Preferences, and open exult.cfg in TextEdit. (If it isn't there, open and quit Exult once, or create the file yourself.)
  4. Inside the <disk> section, add a <game> entry with the path. A brand-new file can be just this:
    <config>
      <disk>
        <game>
          <blackgate>
            <path>/Applications/Ultima VII™  - The Black Gate + The Forge of Virtue.app/Contents/Resources/game</path>
          </blackgate>
        </game>
      </disk>
    </config>
    Exult fills in the rest of the settings the first time it runs. If you set up both games, put the <blackgate> and <serpentisle> entries side by side inside the same <game> section.
  5. Save, open Exult, and The Black Gate appears on its start screen.
🪟 On a Windows PC
  1. Run the Exult installer. It asks where The Black Gate and Serpent Isle are installed.
  2. For The Black Gate, browse to the GOG folder. It's usually C:\GOG Games\Ultima 7. Older GOG versions use C:\GOG Games\Ultima VII - Complete\Ultima7, and GOG Galaxy installs go under C:\Program Files (x86)\GOG Galaxy\Games\. Pick whichever folder contains STATIC and GAMEDAT.
  3. To change it later, edit exult.cfg in %LOCALAPPDATA%\Exult (paste that into File Explorer's address bar) and fix the <path> under <blackgate>.

4. Add a mod (optional)

Marzo's Keyring mod adds a magic keyring that holds every key you find, a big inventory saver. It needs Forge of Virtue, which the GOG edition includes. Download it here: Keyring mod (.zip), also listed on the Exult download page.

  1. Unzip it. You get a file, Keyring.cfg, and a folder, Keyring. Keep both, side by side.
  2. Move both into the game's mods folder. Create an empty folder named mods if it isn't there yet.
    • Mac: ~/Library/Application Support/Exult/blackgate/mods (in Finder, use Go → Go to Folder…; the Library folder is hidden otherwise).
    • Windows: a mods folder inside the game folder, e.g. C:\GOG Games\Ultima 7\mods.
  3. Open Exult, choose The Black Gate, and pick the mod from the menu before you start a new game.

Also on the download page: SourceForge Island, a small bonus island mod (needs Forge of Virtue).

Act I

Murder in Trinsic

A red moongate, a ritual killing, and a smiling new religion called the Fellowship.

Gameplay: Act I — Trinsic through Minoc
Chapter 0

Before You Start

How to play The Black Gate today

  • Getting set up: buy the game on GOG and play it with the free Exult engine. See Installing the Game for Mac and PC steps and the Keyring mod.
  • Copy protection: the original game asks questions whose answers come from the printed materials (the cloth map and The Book of Fellowship). They come up when leaving Trinsic and when joining the Fellowship. Lost them? See Copy-Protection Answers.
  • Keep a map open: the 📍 links throughout this guide open the interactive Britannia map right on the spot.
  • Save often, in more than one slot.
Chapter 1

Trinsic — The Murder Investigation

Where: Trinsic, on the south coast 📍 Map

Arriving through the red moongate outside the Trinsic stables
  1. You step out of a red moongate into the middle of a conversation between Iolo and Petre the stablekeeper. There's been a murder. Iolo joins you and the ground trembles.
  2. Mayor Finnigan asks you to investigate. Agree, and when he asks whether you've searched the stables, say no.
  3. Search the stables. The blacksmith Christopher and the gargoyle Inamo have been ritually murdered. Take the key from the scene.
  4. Johnson at the east gate found the night guard Gilberto knocked out. Gilberto, recovering at the healer's, says the ship Crown Jewel was in port that night.
  5. Christopher's son Spark (northwest part of town) saw a man with a hook and a wingless gargoyle leaving the stables. Let him join you.
  6. Upstairs in Christopher's house, open the chest with the key. Inside: a Fellowship medallion, a scroll, and 100 gold. Spark lets you keep the gold.
  7. Gargan the shipwright confirms the hooked man left for Britain on the Crown Jewel.
  8. Talk to Klog at the Fellowship hall to learn about this new organization. You can catch his 9 p.m. service if you like.
  9. Report to Finnigan: the victim was the blacksmith; the key opened a chest with gold, a scroll, and a medallion; the suspect is a man with a hook who fled on the Crown Jewel. He pays you and, after a copy-protection quiz (answers), gives you the gate password:
    show passwordBlackbird
  10. Stock up before you go. Dell sells supplies, and Petre sells a horse and wagon.
Chapter 2

Britain — The Plot Thickens

Where: Britain and Castle British, north of Trinsic 📍 Map

Lord British on his throne
  1. Find Shamino at the Blue Boar. He gives you a pocket watch and joins the party.
  2. Clint the shipwright says the Crown Jewel never arrived in Britain.
  3. Visit Lord British. Tell him you didn't bring an Orb of the Moons, and he lends you his Orb of the Moons, which opens moongates anywhere.
  4. Take the key from the drawer in Lord British's study on the west side of the castle.
  5. In the closet of his bedroom (northwest corner), pull the lever by the table to open the secret passage. Follow it to the stairs up to the roof.
  6. The key opens the storeroom there. Your old equipment and spellbook are inside. Keep reagents stocked from now on.
  7. After hours, take the eight Virtue Stones from the Royal Museum. They're yours, and they make perfect Mark/Recall anchors.
  8. Talk to Batlin at the Fellowship headquarters and ask to join. Accept his errand: deliver a sealed box to Elynor in Minoc.
Chapter 3

Minoc — Bloodbath at the Sawmill

Where: Minoc, the northern mining town 📍 Map

  1. You arrive to a commotion at the sawmill. Mayor Burnside tells you two gypsies have been murdered the same way as in Trinsic.
  2. Inside, take the serpentine dagger and look at the candelabra. Xanthia says the candelabra was sold to the Fellowship. The victims had been feuding with the Fellowship.
  3. Give Batlin's box to Elynor, the local Fellowship leader, who denies everything.
  4. Visit Margareta, the gypsy fortune teller, and ask for your fortune. A dark power threatens Britannia, and you'll need the wisps of the deep forest to fight it.
Act II

Gathering Strength

Gear up, join the Fellowship, and follow the trail of Elizabeth and Abraham.

Gameplay: Act II — magic carpet, Destard, and the Fellowship initiation
Chapter 4

Building Your Strength

Do these in any order, whenever it suits you 📍 Map

  1. Buy a sextant so you can read your position.
  2. Ask Rudyom in Cove about his magic carpet. It's yours if you can find it: it's sitting at the north end of Lost Lake near Dungeon Despise, northwest of Britain. Follow the north shore of the river that feeds the lake.
  3. While you're in Cove, pick up four pieces of blackrock from around Rudyom's house and take his wand. Read his notebook. You'll need all of these later.
  4. In Paws, buy the hourglass from Beverlea the antique dealer now. It saves a trip later.
  5. Learn the essentials: Heal, Cure, Mark, Recall, Unlock Magic, Seance, and Dispel Field. Mark a Virtue Stone at each important place and Recall back to it.
  6. Train your party. Yew's forest bandits and paladins drop good weapons and armor, and the gold pays for trainers (see Trainers).
  7. For loot: a cave on an island just west of Serpent's Hold holds over 1,000 gold, several glass swords, and magic armor. Move the caltrops at the entrance first.
  8. When you're stronger, Dungeon Destard (southwest of Paws) is full of dragons and gems. Sean the jeweler in Britain buys gems.
Chapter 5

Joining the Fellowship

Where: Britain and Dungeon Destard 📍 Map

  1. Report back to Batlin after delivering the box. He asks you to recover Fellowship funds from a chest in Destard, which he says is deserted.
  2. The Guardian warns you away at the entrance. Go in anyway and find the chest beside a Fellowship staff. It's empty, and the dungeon is anything but deserted.
  3. Tell Batlin about the monsters. He invites you to the initiation at the 9 p.m. service.
  4. Come back after 9 p.m. Your companions object; go ahead anyway. Batlin asks questions from The Book of Fellowship (more copy protection; answers). Answer correctly to receive your Fellowship medallion.
Chapter 6

On the Trail of Elizabeth & Abraham

Optional: the scenic route around Britannia

Two Fellowship officials, Elizabeth and Abraham, are always one town ahead of you. You don't have to chase them, but following their trail is the best way to see the world and the story unfold.

  1. Minoc → Paws: Feridwyn says they went to Jhelom. Paws also has the stolen venom mystery (see Side Quests).
  2. Jhelom: Mayor Joseph says they've gone back to Britain. Show the serpentine dagger to De Snel, and be ready to defend yourself.
  3. Britain → Vesper: Mayor Auston sends you to Cador, who says they left for Moonglow.
  4. Moonglow: Rankin at the Fellowship says they went to Terfin. You'll also need to wake Penumbra here soon (Act IV).
  5. Terfin: King Draxinusom and Quan say they went to the Meditation Retreat. You also learn the Ethereal Ring is on Spektran.
  6. Meditation Retreat: Ian admits Fellowship members only, and the trail leads on to Buccaneer's Den. Before you can follow, you need the Time Lord's help.
Act III

The Wisps & the Time Lord

Honey for the emps, a ghost town's riddle, and a prisoner outside of time.

Gameplay: Act III — the emps through the Time Lord
Chapter 7

The Great Forest — The Emps

Where: Empath Abbey, the Bee Cave, and the emp village in the deep forest 📍 Map

An emp among the silverleaf trees
  1. At Empath Abbey, the head monk Taylor doubts wisps exist, but says the emps can call them, and that emps can be won over with honey. He gives you a smoke bomb for the bees.
  2. Raid the Bee Cave just south of the abbey for as much honey as you can carry. You can mostly run past the bees; use the smoke bomb if things get hairy.
  3. Look for the silvery-white silverleaf trees in the east of the forest. Be polite, and give honey whenever an emp asks.
  4. Trellek can call the wisps but needs permission from his wife Saralek, who wants permission from their leader Salamon.
  5. Salamon wants the logger in Yew to stop cutting silverleaf trees. Take her contract to Ben the logger (western edge of the forest). He signs it.
  6. Return the signed contract to Salamon. Saralek still won't let Trellek go, but suggests he make you a wisp whistle instead. Ask Trellek, and he makes one.
  7. Go to the abandoned fortress in the middle of the forest and blow the whistle near the wisp. It has a message from the Time Lord, but wants a trade first: Alagner's notebook from New Magincia.
Chapter 8

Skara Brae — The Questions of Life and Death

Where: New Magincia, then the ghost island of Skara Brae 📍 Map

  1. In New Magincia, Alagner will lend his notebook only if you bring him "The Tortured One's" answers to the questions of life and death, from Skara Brae.
  2. Learn Seance before you go, and bring a magic weapon (a flame sword works) for the undead. Magic axes on the island also work.
  3. At the ferry station on the west coast, cast Seance and pay the Ferryman to cross.
  4. The alchemist Caine, the Tortured One, will only answer once the town is free of the liche Horance.
  5. Talk to Mordra the healer, then take the black (invisibility), red (cure), and multi-colored (mandrake essence) potions from her house. Take an iron bar from the cemetery below her house too.
  6. In Caine's lab, put the three potions under the three connected tubes and an empty vial from the shelf under the twisting tube. Fire the burner and take the liche potion.
  7. The blacksmith Trent is consumed by rage over his wife. Take the music box from his table and play it for Rowena in the Dark Tower (northwest). She gives you her ring for Trent.
  8. Give Trent the ring and the iron bar, and he finishes the Soul Cage. Only a strong party member can carry it.
  9. Behind the Dark Tower's throne room (through a false wall), use the cage on the Well of Souls to charge it.
  10. Wait for midnight, when Horance goes to bed. Put the cage over him, then pour the potion on him, not the cage. He returns to his human self.
  11. Escort Rowena home to Trent, then go back to Horance. The Well can only be destroyed by a spirit's willing sacrifice.
  12. Ask Mayor Forsythe, then ask everyone else (Caine, the Ferryman, Markham, Mordra, Paulette, Quenton, Rowena, and Trent). When all of them refuse, Forsythe finally agrees.
  13. Bring Forsythe to the Well and talk to him. His sacrifice frees the island. Horance rewards you with his firedoom staff.
  14. Caine's answer:
    show answer"There are no answers. Only questions."
    Take the ferry back.
The Well of Souls beneath the Dark Tower
Chapter 9

Alagner's Storehouse

Where: New Magincia 📍 Map

  1. Give Alagner Caine's answer. He hands over the key to his storehouse.
  2. Enter through the southwest door. Step on the blue carpet to teleport to the other side, and use the key on the next door.
  3. Pull the switch in the top-left corner, then pick the lock on the next door to reach the room with two switches.
  4. The switch in the gray pedestal gives a magic bow and arrows. The switch in the red pedestal opens the way up. Take the teleporter.
  5. Follow the hall; you're teleported just before the door. Take the right teleporter, walk carefully between the next two, and pull the wall switch.
  6. The left teleporter returns you near the start. Head to the center room and walk through its north wall.
  7. Move the chairs away from the table and push a crate in front of it to climb up. Remove the candlestick and stack the other six crates into stairs up to the door.
  8. Unlock the upper room and take the notebook. Read it: Alagner had worked out what the Fellowship really is.
Stacking crates to reach the notebook
Chapter 10

The Time Lord

Where: the wisp's fortress, then the Shrine of Spirituality 📍 Map

  1. Give the notebook to the wisp. It absorbs the contents, tells you how to reach the Time Lord, and explains who the Guardian is.
  2. Use the Orb of the Moons aimed northwest to open a moongate to the Shrine of Spirituality.
  3. The Time Lord sent the red moongate that brought you here. A generator in Dungeon Despise holds him prisoner. Destroy it.
  4. Back in New Magincia, Alagner has been murdered like the others, and the Guardian laughs and thanks you for your help. Use the crystal on the table to watch Hook kill him while Elizabeth and Abraham look on.
Act IV

The Three Generators

The Guardian has built three machines: one cages the Time Lord, one poisons the ether, and one carries his voice. Break all three.

Gameplay: Act IV — the Tetrahedron, Sphere, and Cube
Chapter 11

Despise — Blocked at the Sphere

Where: Dungeon Despise, the Lost Lake entrance northwest of Britain 📍 Map

  1. Enter Despise from the lake (where you found the carpet), not the northeastern entrance.
  2. Head north until you're teleported. Then go right, down, right, and down to be teleported again.
  3. Keep going southwest to reach the Sphere Generator. A red moongate in front of it bounces you back every time you step in.
  4. Cast Mark on a Virtue Stone here so you can Recall straight back.
  5. Ask the Time Lord for advice: you need Nicodemus's enchanted hourglass.
  6. Nicodemus lives near Empath Abbey (you may need Unlock Magic to get into his house). He sold the hourglass to Beverlea in Paws. If you haven't bought it already, buy it now.
  7. Nicodemus can't enchant it while the ether is disrupted. The Time Lord sends you to Penumbra in Moonglow.
Chapter 12

Penumbra & the Ethereal Ring

Where: Moonglow, Terfin, and the isle of Spektran 📍 Map

The plaque puzzle at Penumbra's door
  1. Penumbra's house is on the northwest tip of Moonglow. Read the plaque by the door, then place the object it describes just below it. The plaque changes after each correct item.
  2. The five items, in order: a two-handed hammer (one is in Addom's house), a lockpick, a gold ring (Sean in Britain sells them), a spool of thread (one is on the Spektran docks), and something gold (a coin, nugget, or bar). The plaque turns into a key.
  3. Wake Penumbra with the orange potion nearby, or with the Awaken spell. The disturbed ether causes her terrible pain.
  4. Place your four pieces of blackrock on the pedestals around her. Now she can think: the Tetrahedron Generator in Dungeon Deceit is warping the ether, and only the Ethereal Ring can get you past its defenses.
  5. King Draxinusom in Terfin sold the ring to the Sultan of Spektran, the island northwest of Terfin.
  6. The Sultan, Martingo, says you can have it if you can get into his vault. Kill the stone harpy upstairs and take its key. It's immune to magic, so use glass swords or normal weapons, ideally with Mass Might.
  7. Open the vault and take the ring. You may need to stack crates on the table to reach it.
  8. Bring the ring to Penumbra and she enchants it.
Chapter 13

Deceit — The Tetrahedron Generator

Where: Dungeon Deceit on Dagger Isle, north of Moonglow 📍 Map

  1. Use the second entrance, north of the first.
  2. Where the path forks, go right and walk through the wall at the end. Pull the switch to open the gate ahead.
  3. Continue south, then go right past the locked door and walk through the wall at the end.
  4. Go north and use Unlock Magic on the doors to the generator.
  5. Cast Destroy Trap on the generator entrance to stop the lightning, then wear the Ethereal Ring on your ring finger (remove gloves if needed).
  6. Inside, the Ethereal Monster attacks. In order of effectiveness: order Arcadion in the Black Sword to kill it (if you've done Forge of Virtue), use a glass sword with Mass Might, or use a triple crossbow with magic bolts.
  7. Break the prism enclosure in the middle to destroy the generator. The ether is restored and the mages come back to their senses. Pick up the small tetrahedron.
Chapter 14

Despise — Breaking the Sphere

Where: back to the Sphere Generator 📍 Map

  1. Nicodemus, now clear-headed, enchants your hourglass.
  2. Recall to your mark in Despise. With the hourglass, you walk straight through the red moongate.
  3. Inside, step through the moongates in this order:
    show orderred, blue, blue, red
    . A wrong order drops you into a fire pit.
  4. Break the prism enclosure. The generator is destroyed and the Time Lord is free. But the Guardian rigged it so that every moongate in Britannia is now gone, including your way home.
  5. The Time Lord tells you about the third generator, the one that carries the Guardian's voice. From now on you can call him with the hourglass. Take the small sphere.
Chapter 15

The Cube Generator

Where: the Meditation Retreat (between Serpent's Hold and Terfin), Ambrosia, and Minoc 📍 Map

  1. Get into the Meditation Retreat by landing the magic carpet inside the walls, or by wearing your medallion and asking Ian.
  2. Ignore Ian's rules and enter the caves north of the building. Past Gorn, the sorceress Iriale Silvermist warns you off. You'll have to defeat her.
  3. As you get close to the generator, a deadly noise drives you back. Cast Mark, retreat, and use the hourglass to ask the Time Lord. You need Caddellite helmets; ask Brion in Moonglow.
  4. Brion at the observatory (and Jillian at the Lycaeum) tell you a Caddellite meteor fell on Ambrosia, an island in the northeast sea that's hidden under the compass rose on your map.
  5. Land in Ambrosia's central valley and enter the cave to the north. Go southwest to the hydra's room and open the secret door in the middle of the north wall.
  6. Defeat the hydra, then continue south and take one chunk of Caddellite per party member.
  7. Zorn the blacksmith in Minoc forges the chunks into helmets.
  8. Recall to the generator with everyone wearing helmets. Bring red cure potions.

The Cube maze

Stepping on certain spots makes bridges appear and disappear. You'll walk nearly every path before the center opens. Save often. Mike's RPG Center's route:

  1. Go up, then all the way left.
  2. Walk up to the new bridge, then left.
  3. Back to the second new bridge; go up as far as you can.
  4. Back down, left, then all the way up the left side.
  5. Right, down, right, up.
  6. Back left, then up to the top.
  7. All the way right, back a few steps, and down.
  8. Left, down, right, and down, so you're just above the prism.
  9. Quickly back up, left, up, then right, down, right, up, right, and down the right side.
  10. Cross the two bridges to the left, then back right, down, right, up.
  11. Down, left, down, left: you're back at the start.
  12. Left, up, up. A bridge appears to the right.
  13. Back down, right, up, up, left. A bridge appears to the prism.
  14. Break the prism to destroy the Cube Generator. Take the small cube.
Inside the Cube Generator
Act V

The Black Gate

Hook's lair, the Isle of the Avatar, and the astronomical alignment.

Gameplay: Act V — Buccaneer's Den to the Black Gate
Chapter 16

Buccaneer's Den — Hook's Lair

Where: Buccaneer's Den 📍 Map

  1. With the cube in your pack, people here can't lie to you. Mandy at the tavern tells you about Hook. Budo knows about the Crown Jewel, and Danag at the Fellowship hall spills the Fellowship's true purpose.
  2. Gordy at the House of Games admits that Hook lives in the caves behind the building.
  3. While the House of Games is open, use the cube on Sintag to make him hand over the key to the tunnel.
  4. Pick the lock on Hook's chest. Inside is his hit list (Lord British and the Avatar are the last two names) and the Black Gate key.
Chapter 17

Isle of the Avatar — Dungeon Hythloth

Where: the Isle of the Avatar, southeast corner of Britannia 📍 Map

  1. Land on the south end of the island and unlock the Shrine of the Codex with Hook's key (or fly in on the carpet). The doors to Hythloth, on the west side of the valley, take the same key.
  2. In the Guardian's throne room, walk into the tapestry in the top-left corner (blue footprints below it). The switch behind it opens the north doors.
  3. Follow the tunnel north into the prison. Work the switches until the far-left cell opens, take the key from the body, move the barrel, and pull the lever to get out.
  4. Go east and use the key on the door. Flip the wall switch to open the gate.
  5. Skip the second switch and pull the third (on the right). Go back and pull the second. Go up and right and pull the next. Continue right and pull the next, then go back to the previous one. Finally, return to the second switch from the start. The path to the middle room opens.
  6. Pull the lever in the pedestal, go north, and defeat the guards there. Their room's switch opens the east gate.
  7. Continue east. The next two switches open the gates to the dragon. It's optional to kill, but it guards good treasure.
  8. Go north to the small lake, cross it, and take the gates to the right.
  9. In the teleporter room, pull the switch and go north. Don't step on the teleporter.
  10. Defeat the Fellowship meeting. Take the medallion off the pedestal to open the gate.
  11. Pick the next lock and walk through the secret passage behind the statue.
  12. In the next room, hug the south wall and enter the hidden passage in the west wall. Feel your way to the room with two teleporters.
  13. Take the left teleporter and sit on the Throne of Many Changes. Each time you sit, you're secretly moved somewhere new.
  14. Walk through the wall in the southwest corner and take the key from the backpack.
  15. Sit again, walk through the wall in the northeast corner, defeat the liche, and use the key on the door to the Throne of Virtue. Sit on it.
  16. Sit on the Throne of Many Changes one last time, walk through the northwest wall, and step on the teleporter.
Chapter 18

Destroy the Black Gate

Where: the Black Gate chamber

The Black Gate, moments before the Guardian arrives
  1. You arrive as the Guardian is about to come through. Batlin, Hook, Forskis, Elizabeth, and Abraham attack.
  2. Kill Hook first. When he falls, Batlin (who is effectively invincible here) flees. Then finish the others.
  3. Place the three prisms (tetrahedron, sphere, and cube) on their pedestals around the Gate to drop the barrier.
  4. The Guardian offers you a choice: walk through the Gate and go home, leaving Britannia to him, or destroy it and stay forever.
  5. Use Rudyom's wand on the Black Gate. 🌑
Expansion

Forge of Virtue

The Isle of Fire rises from the sea. Three tests, a daemon in a mirror, and the last remnant of Exodus.

Gameplay: Forge of Virtue
Forge 1

The Isle of Fire

Where: the Isle of Fire, in the southern sea 📍 Map

  1. Ask Lord British about the tremor and promise to investigate a possible return of Exodus. He gives you a peer crystal and the deed to his ship, the Golden Ankh.
  2. Take the two lenses from the Royal Museum before you sail. You'll need them for the finale.
  3. Sail to the Isle of Fire, come into the bay from the south, and enter the castle.
  4. Talk to the mage Erethian, who has studied here for years.
  5. Talk to Arcadion, the daemon bound in a mirror. Promise to find the Ether Gem to free him. Erethian warns that it won't work the way the daemon thinks.
Forge 2

The Test of Truth

Where: talk to the statue of the wise mage

  1. Talk to the statue (the Keeper of Truth) to be sent into the test. It's all illusions and misdirection.
  2. Avoid the middle of the big room, which is trapped with lightning.
  3. Go south and then west until you see a hood on the floor. Walk north through the wall and follow the invisible corridor north, east, then north.
  4. Flip the switch to open the gate and take the Talisman of Truth. You're returned to the statue and rewarded.
Forge 3

The Test of Love

Where: talk to the statue of the bard, then take the moongate

  1. Take the bucket at the start and the pick from the mine to the west.
  2. The golem Bollux stands over his shattered brother Adjhar. Promise to help, and he gives you a ritual book. Reading it drops a scroll with the spell; keep both.
  3. Go through the eastern caves to a small clearing in the south. It teleports you near the Stone of Castambre and its tree.
  4. Put the bucket on the southeast corner of the stone. Wield the pick and double-click it on the tree, not the stone (swinging in combat mode doesn't work). The bucket fills with blood.
  5. Back at Bollux, put blood on the five stones around Adjhar and read the scroll. Bollux tears out his own heart for the ritual. Put it in Adjhar and read the scroll again. Adjhar lives.
  6. Adjhar finds a hint in the book (smudges you can clean off) about making a new heart. Use the pick on the tree again: the first strike gives a heart, the second fills the bucket.
  7. Lay Bollux in the stone circle, put the new heart in him, bloody the stones, and read the scroll. Bollux lives too.
  8. Ask Adjhar for the Talisman of Love. You're returned to the statue and rewarded.
Forge 4

The Test of Courage & the Black Sword

Where: talk to the statue of the fighter, then take the eastern moongate

  1. Walk through the south wall into the tunnel and pick the lock on the door.
  2. A room of mages, skeletons, golems, and a liche attacks. Try to kill the mage before he summons the liche. The golems carry the key to the next gate, and there's magic armor among the bodies.
  3. To the north, fight off scorpions and giant spiders and pull both switches (left and right) to open the west passage.
  4. The sliding door opens on a crystal ball. Look into it to see what's needed.
  5. Defeat the drake to the east, open its chest, and take the glass sword. Lay it on the black slab before the crystal ball, and the ball turns into a key.
  6. Use the key on the north door (there's food in the barrel). Go north, east a few steps, then north to take the magic helm off its pedestal.
  7. Destroy the two golems to the south, then go through the slime tunnel east and north, and left to the great helm. Swap the magic helm onto its pedestal, then put the great helm on the first pedestal. The north passage opens.
  8. The dragon Dracothraxus can't be killed yet. After you "beat" her, she rises again and gives you the Ether Gem.

Forging the Black Sword

  1. Equip the gem and use it on Arcadion's mirror. The daemon leaves the mirror, but he's bound to the gem now, and to you.
  2. Ask Erethian about the dragon. He gives you a sword blank and conjures a forge.
  3. Fill the trough with three buckets of water from the well.
  4. Put the blank in the fire and work the bellows until it glows red. On the anvil, strike it with the hammer, then quench it in the trough. Repeat until the Avatar says it's the best it can be without magic.
  5. Ask Erethian what magic to use, then talk to Arcadion through the gem and bind him to the blade. You've made the Black Sword.
  6. Return to Dracothraxus and tell Arcadion to end her. She's grateful for the release. Take the Talisman of Courage beyond.
Forging the Black Sword
Forge 5

The Talisman of Infinity

Where: the Dark Core in the castle

  1. Take the Scroll of Infinity from Erethian's chamber and ask him about it. When he realizes you mean to cast the Dark Core into the Void, he refuses to help.
  2. Ask Arcadion instead. He explains the ritual.
  3. Put the blue lens to the left of the Dark Core and the purple lens to the right.
  4. Arrange the three talismans on the Core so they form an almost complete circle. The Talisman of Infinity fills the gap.
  5. Erethian tries to stop you, but his spell backfires and destroys him. The Dark Core sinks into the Void, and Exodus is gone for good.
  6. Return the lenses to the museum and tell Lord British. He rewards you generously.
Side Quests

Around Britannia

Optional stories, town by town. Most aren't needed to win, but they're the heart of the game.

Side Quests

Town by Town

In rough order of the main route

Paws

  1. The stolen venom: Morfin's silver serpent venom is missing. Question everyone, talking to Camille and Tobias last. When Garritt tries to frame Tobias, Morfin gives you a key Garritt dropped. It opens Garritt's chest (the one with the panpipes) in the shelter, where the venom is. Confront Garritt and his father, then return it.
  2. Lovebirds: carry messages between the shy barmaid Polly and the miller Thurston.

Britain

  1. Imprisoned for an apple: Weston, husband of Alina from Paws, is jailed in the castle's southwest tower for taking one apple. Ask Lord British to free him.
  2. The Lock Lake law: carry Miranda's anti-pollution bill to Lord Heather in Cove for signing, then bring it back.
  3. The mayor's secret: follow Mayor Patterson after the Fellowship service to learn what Brownie wouldn't say, then talk to both Patterson and Candice.
  4. The understudy: buy an Avatar costume from Gaye, wear it, and audition for Raymundo at the Royal Theatre.
  5. The unhappy innkeeper: carry reassurance between James and his wife Cynthia at the Mint.

Cove

  1. Nastassia's father: the bard De Maria tells you Nastassia's story. Ask Taylor and then the emp Trellek: her father died a hero saving emps. Bring her the news.

Yew & Empath Abbey

  1. The false monk: "Kreg" wants an invisibility potion. The High Court records show he's the thief Kellin. Don't give him the potion; confront him.
  2. Flowers for a grave: get a bouquet from Aimi for the healer Reyna's mother's grave. Reyna gives you a healing discount.
  3. Back to nature: the naked "cave people" in the Bee Cave are Murray and Myrtle. Ask Tseramed.

Vesper

  1. The stolen locket: Blorn claims the gargoyle Lap-Lem attacked him. In fact, Blorn stole Lap-Lem's locket. Get it back and return it.

Moonglow

  1. The love triangle: Zelda loves Brion, who isn't interested, but his twin Nelson is. Play matchmaker, then tell Phearcy the gossip for a free meal.
  2. Two brothers: be kind to Morz (don't mention his stutter) and advise him against joining the Fellowship. Report to Cubolt.
  3. The orrery: buy a crystal from Addom for Brion, who makes you an orrery viewer.
  4. The treasurer's fate: Balayna suspects Rankin is embezzling. It ends badly whichever way you play it; the cube later makes Rankin confess.

Terfin

  1. The altar conspiracy: Teregus fears someone will destroy the altars. A scroll in Sarpling's shop implicates him and the gargoyle Runeb. Make Sarpling confess, then deal with Runeb.

Serpent's Hold

  1. The defaced statue: follow the clues from Sir Richter (bloody stone chips) to Lady Leigh (gargoyle blood) to Sir Horffe, then Lady Tory, Sir Jordan, and Lady Jehanne. The culprit is Sir Pendaran. Tell Lord John-Paul.
  2. Lady Tory's baby: harpies took her son. Rescue Ricky from the Shrine of Honor and put him back in his crib.

Jhelom

  1. Duel to the death: the innkeeper Sprellic took the Library of Scars' honor flag. Either fight his duels for him, or have Kliftin sew a new flag and give it to Syria away from the list field.
  2. The serpentine dagger: show it to De Snel. He attacks.

New Magincia

  1. The locket and the pirates: trace Henry's lost locket through the shipwrecked "pirates," the tavernkeeper Boris, and Mayor Magenta. Robin's true plan is to kidnap Constance. Return the locket to Henry while Constance is nearby.

Buccaneer's Den & the dungeons

  1. Old friends: reconcile Blacktooth and Mole.
  2. Lost in Despise: guide Garok Al-Mat out for a pile of reagents.
  3. Selwyn's gang: an invisible staircase in Despise hides a band of terrorists and their loot.
  4. Unicorns and virgins: help Ophelia's hapless suitor Cosmo find his unicorn in Destard.
Appendix

Reference

Tables and lookups to keep open while you play.

Key Item Checklist

Everything the main quest needs, and where it comes from

ItemSourceUsed for
Orb of the MoonsLord BritishMoongates; reaching the Time Lord
SpellbookCastle British storeroomEverything magical
Virtue Stones (8)Royal Museum, BritainMark/Recall anchors
Magic carpetLost Lake, near DespiseFlying anywhere
Blackrock (4)Rudyom's house, CoveShielding Penumbra
Rudyom's wandRudyom's house, CoveDestroying the Black Gate
Wisp whistleTrellek the empTalking to the wisp
Alagner's notebookAlagner's storehouse, New MaginciaTrade to the wisp
HourglassBeverlea (Paws), enchanted by NicodemusPassing the Sphere's moongate; calling the Time Lord
Ethereal RingSultan's vault, Spektran (enchanted by Penumbra)Entering the Tetrahedron
Caddellite helmetsAmbrosia meteor, forged by Zorn in MinocEntering the Cube
Tetrahedron, sphere, cubeThe three generatorsDropping the Black Gate's barrier
Black Gate keyHook's chest, Buccaneer's DenShrine of the Codex and Hythloth

Magic & Runes

Companion pages to keep open while you play

Copy-Protection Answers

Answers from Bootstrike.com · lost your cloth map or Book of Fellowship? Start here

Mayor Finnigan (leaving Trinsic)

Geography questions from the cloth map.

QuestionAnswer
What is the latitude of the northernmost point of the island Spektran?120
What longitude runs through the center of the island Buccaneer's Den?60
What longitude runs through the center of the island Terfin?120
What latitude runs through the center of Dagger Isle?0
What latitude runs through the center of Skara Brae?30
What latitude runs through the center of the Deep Forest?60
What latitude runs through the center of Buccaneer's Den?60
What longitude runs through the center of Skara Brae?60

Batlin (joining the Fellowship)

Questions from The Book of Fellowship, The Book of Archaic Knowledge, and The Traveller's Companion.

QuestionAnswer
According to the Book of Archaic Knowledge, how many times must ginseng be reboiled in order for it to be properly used as a magical reagent?40
How many runes are in the archaic script of the outdated Britannian language?31
According to the Book of Archaic Knowledge, how many places may the Mandrake Root naturally be found?2
In the Book of Fellowship, how many bandits can be seen surrounding the old man in the illustration on page three?6
According to the Traveller's Companion, how many parts of the body should one wish to protect with armour?6
According to the Book of Archaic Knowledge, fewer than how many pearls in 10,000 are black?1
On what page of the Book of Archaic Knowledge is the spell known as An Zu?42

General Tips

  • Mark & Recall on Virtue Stones are the best way to get around before you have the carpet.
  • Hidden passages are everywhere. Walk into dark areas and odd-looking walls, especially in dungeons.
  • Talk to everyone, and talk again after big events. The cube changes many conversations.
  • Killing townsfolk is only safe when they attack first. Otherwise the guards come for you.
  • Glass swords kill almost anything in one hit, but they shatter. Save them for the big fights.

Reagent Shops

Prices from the Scourge's 1992 guide, compiled by Joe Himdickel. Your version may differ. · full reagent table →

MageTownSells (price)
RudyomCovePearl 5, Blood Moss 3, Ginseng 2, Mandrake 5, Sulfurous Ash 4
MariahMoonglowPearl 8, Garlic 1, Ginseng 2, Mandrake 7, Nightshade 6
NicodemusYewBlood Moss 3, Garlic 2, Mandrake 5, Nightshade 5, Spider Silk 3
NystulBritainPearl 10, Blood Moss 6, Ginseng 4, Mandrake 10, Sulfurous Ash 8
Wis-SurVesperPearl 34, Blood Moss 16, Mandrake 32, Spider Silk 20, Sulfurous Ash 25
SarplingTerfinBlood Moss 2, Garlic 1, Ginseng 1, Sulfurous Ash 3 (no spells)

Essential Spells

Cheapest seller listed first · all 64 spells with reagents →

SpellCircleWhyWhere
Awaken1Waking PenumbraRudyom
Destroy Trap2Tetrahedron entranceNicodemus, Rudyom
Heal3Staying aliveMariah, Rudyom
Mark / Recall4Fast travelMariah
Seance4Talking to the dead (Skara Brae)Mariah, Rudyom
Unlock Magic4Magically locked doorsNicodemus, Nystul
Dispel Field5Clearing fieldsNicodemus
Invisibility5Sneaking past dragonsMariah
Mass Might7The stone harpy and the Ethereal MonsterMariah, Nystul
Death Vortex8The final battleNicodemus, Nystul
Resurrect8Bringing companions backMariah, Rudyom

Trainers

From the Scourge's 1992 guide. ★ = best value

TownTrainerTrainsCost
BritainSentriDexterity30 (free if he joins)
BritainDenbyDexterity, Intelligence, Magic75
BritainZellaDexterity, Combat45
Buccaneer's DenLuckyIntelligence, Luck(?)35
CoveRayburtStrength, Dexterity, Combat60
JhelomDe SnelCombat ★40
MinocKarennaDexterity, Combat20
MinocJakherStrength, Intelligence20
MoonglowJillianMagic, Intelligence35
MoonglowChadDexterity, Combat45
Serpent's HoldMenionStrength, Combat45
TerfinInforlemStrength, Dexterity, Combat, Intelligence ★, Magic50
TrinsicMarkusCombat20
VesperZaksamCombat ★, Strength40
YewPerrinIntelligence ★, Magic45
YewBradmanDexterity ★30
YewPenniStrength, Combat35

Key Locations

Each link opens kxmode's interactive Britannia map, centered on the spot

PlaceWhy you goMap
TrinsicWhere it all begins📍 Open
Castle BritanniaLord British, the storeroom📍 Open
Royal MuseumVirtue Stones, lenses📍 Open
MinocThe sawmill murders📍 Open
Zorn (Minoc)Caddellite helmets📍 Open
Rudyom's shop (Cove)Blackrock, wand, carpet📍 Open
Lost LakeMagic carpet📍 Open
Beverlea (Paws)The hourglass📍 Open
DestardFellowship errand, gems📍 Open
Empath AbbeyTaylor📍 Open
Bee CaveHoney📍 Open
Emp villageTrellek, Salamon📍 Open
Ben's hutThe silverleaf contract📍 Open
Nicodemus' houseEnchanting the hourglass📍 Open
The wispTrading the notebook📍 Open
Ferry stationCrossing to Skara Brae📍 Open
Skara BraeThe Tortured One📍 Open
New MaginciaAlagner📍 Open
Shrine of SpiritualityThe Time Lord📍 Open
DespiseSphere Generator📍 Open
Penumbra's houseThe Ethereal Ring📍 Open
LycaeumJillian📍 Open
Brion (observatory)Caddellite lead📍 Open
TerfinKing Draxinusom📍 Open
SpektranThe Sultan's vault📍 Open
DeceitTetrahedron Generator📍 Open
Meditation RetreatCube Generator📍 Open
AmbrosiaCaddellite meteor📍 Open
Buccaneer's DenHook's lair📍 Open
House of GamesSintag📍 Open
Isle of FireForge of Virtue📍 Open
Shrine of the CodexHythloth entrance📍 Open
HythlothThe Black Gate📍 Open

Maps

  • Interactive Ultima 7 Map by Kxmode: the whole of Britannia, with searchable markers for towns, NPCs, dungeons, shrines, reagents, and clues, plus the game's music. Built on Ian Albert's map.
  • The original cloth map, scanned in high resolution by Xe Dragon's HRUMP project: small · large · huge (print). Handy for the Trinsic copy-protection questions.
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