Dino's Ultima Page

Ultima IX Walkthrough - Earth

You wake up on Earth. The first inaccuracy in the plot is already evident, because at the end of the last game, you appeared in front of a huge Guardian head made of stone. However, in Ultima 9, you wake up in your own bed, on Earth. A voice speaks to you, waking you up, and tells you that Lord British has summoned you for your final adventure. You can already feel the effects of EA's decision to stall Ultima.

You wake up on Earth, and the voice tells you that this will be your last adventure
You wake up on Earth, and the voice tells you that this will be your last adventure

There is a television in your room. If you want to see a lame EA advert, then switch it on. There is an open book telling you how to read books... and an ankh tells you how to use objects when you click on it.

I have yet to see such a lame advert on real television
I have yet to see such a lame advert on real television

Open the door. Just outside your bedroom is a toolbelt on the table opposite. Take it by dragging it onto the Avatar. Where the toolbelt once was, an ankh will appear telling you about the toolbelt.

There is another door to the right of the bedroom door you just came from. That is the bathroom. Go in and take your clothes from the basket. An ankh will appear and tell you how to wear clothes.

Go back out and down the stairs, and you will come to a computer room. Take the gate key from the computer table. The book on the table has a list of key commands, and is one of the only items that will remain in your possession when you go to Britannia. Take the backpack from the bookcase, and a new ankh will appear to tell you how to use your backpack. Finally, take the Earth map from the chest in the corner of the room.

The Computer Room
The Computer Room
Map of Earth
Map of Earth

Face the bookcase. To the right is a TV room. Another ankh will appear, explaining how to sit in chairs and lie down in beds. Take the journal from the table. This journal is what you will be using to save games, read Origin quotes, check notes on bestiary, set options, and other things. Yet another ankh will appear to tell you how to use the journal, if you click on it. Don't forget to take the compass from on top of the fireplace.

Go back to the computer room, and straight ahead to the kitchen. If you want to kill Lord British, take the bag of flour from the counter and the poison from on top of the fridge. Speaking of the fridge, you can play with it by opening and closing the doors, and different foods should appear each time.

On the counter near the door is a bread maker. To get what you need to kill Lord British, put the bag of flour and the poison on the bread maker, and use the bread maker to make poisoned bread. This poisoned bread should look different from regular bread because it will have a green cloud around it. Don't eat the bread, but put it away in your backpack or toolbelt. This is another item that you can take with you to Britannia, and this is the item that can kill Lord British.

This is the kitchen. The bread maker is that white thing on the counter next to the fridge.
This is the kitchen. The bread maker is that white thing on the counter next to the fridge.
This is the stove. I have circled the portrait so you can see it easily.
This is the stove. I have circled the portrait so you can see it easily.

Take the first aid kit on the other counter. If you look at the stove. You'll notice that there is an easter egg - there is a portrait on the stove! That portrait is of the artist who designed the stove. Take a look at the picture above if you want to see it.

Walk out of the kitchen and walk towards the large gate to the left. There is a sword in the stone - oh my, how original. Take the sword. A new ankh will appear to tell you how to fight.

The Sword in the Stone
The Sword in the Stone

Look up into the sky, and you might see the two moons. This is another inaccuracy in fact, because the developers used the same sky for both Britannia and Earth.

Opposite the sword is a bow and 50 arrows on the floor by a target. An ankh will appear to explain how to fight with the bow. You can practise by shooting arrows at the target. Don't worry about wasting arrows, because you'll lose nearly all your stuff when you go to Britannia anyway (except the two items mentioned above which will remain in your possession).

Go near the stone where you found the sword again, passing by the hopscotch game drawn on the floor, and an ankh will appear to teach you how to play hopscotch (as if the Avatar didn't have anything better to do). You'll also notice your dog running around to your left.

Hopscotch
Hopscotch

If you bring loads of cups and plates and stuff from the kitchen cupboards and stack them to allow you to jump over the gate, you can access a number of teleporters which will take you anywhere in Britannia and will equip you with the best armour. By the tree on the right of the gate, once you get over it, is a barely visible lever. Pull it and the teleporters will appear. You can check Paulon Dragon's Ultima 9 cheat page (Wayback Machine) to see where they will take you. Notice also that the background beyond the "STOP" sign is just a flat background, like they do in plays.

The lever, barely visible, has been circled in yellow for better visibility.
The lever, barely visible, has been circled in yellow for better visibility.
These are the teleporters, and you may also notice how buggy the game is since only the Avatar's bust shows.
These are the teleporters, and you may also notice how buggy the game is since only the Avatar's bust shows.

Assuming you did not make this illegal entry into Britannia, turn left from the hopscotch. In that direction is your telescope, which will show the gypsy and a cave. Unlock the gate to the left with the gate key you got before, and an ankh will appear to tell you about unlocking doors. As you head out of the gate, a voice will tell you to seek the gypsy.

Follow the path until you come to a log. An ankh will appear, telling you how to climb so that you can get over the log. You will also see the circle of stones nearby. You can either climb over the log by pressing C, or else just walk over it.

Once you get over the log, you may be attacked by a wolf. Note that on Earth, you are immortal and you can't die, so combat here is just practice, not for survival. Continue on the path to the gypsy's wagon, but don't go in. There are still more things to do on Earth, so if you want to explore the whole place, don't talk to her yet. We'll come back later.

Go to the little lake, and the voice will explain how to swim. There are quite a few arrows and a lantern in the cave behind the waterfall, but you may have to break some crates to get them. Go out of the waterfall again and go to the right; go up the rocks to a small ledge with an invisibility potion (which you can take). With some effort, you can climb up even further and get right over the waterfall.

If you go even higher over the mountain, you'll come to the edge of the area. At this point, you can just jump down onto the other side, coming on the void. That's right, breaking out of areas can not only be done in Ultima 8 but even in this game! After going to the void, you can actually go under the mountains and see the area from under the ground. However, you will be stuck there.

The Avatar has found the edge of the world!
The Avatar has found the edge of the world!

From the waterfall, go right to a cave with goats. The cave contains bottles, arrows and potions. Going out of the cave and turning right, you will find some benches and a bandit. Don't forget that he cannot harm you on Earth.

Now make your way to the gypsy and talk to her to begin the chanting. You will notice a book about Ethical Hedonism by Richard Garriott behind her. Sit down, and character creation will begin.

The Avatar had better learn to sit down properly before attempting to save the world!
The Avatar had better learn to sit down properly before attempting to save the world!
© by Daniel D'Agostino 2002-2021