Ultima IX: Ascension Within this guide, you will find the necessary steps to get you through Britannia, defeat the Guardian, and accomplish your quest. Be sure to keep in mind that due to the ever-evolving nature of Ultima, this walkthrough may vary. Sections: Earth o Stonegate o Britain o Paws o Despise o Britain and Paws o Buccaneer's Den o New Magincia o Ambrosia o Deceit o Moonglow o Minoc and Cove o Covetous o Yew o Wrong o Return to Yew o Interludes o Trinsic o Hythloth o Shame o Return to Trinsic o Valoria o Destard o Return to Valoria o Interlude: Britain o Bell o The Abyss o Ethereal Void o Terfin Earth The saga begins in your home on Earth. You are awakened by the spirit of your old Britannian friend, Hawkwind the Sage, who tells you that Britannia is in danger and Lord British has need of you. You can't die on Earth and much of the action is designed to allow you to practice the basics of gameplay . . . movement, combat and manipulating items. You want to take full advantage of this opportunity the first time you play, before you get to the more deadly challenges of Britannia. However, Hawkwind spells out your training regimen very clearly, so we won't spend more time on it here. We'll concentrate on the things that you really have to do to get to Britannia. In the house, you must collect your Tool Belt (on the table at the top of the stairs), Backpack (on the bookshelf in the computer room), Journal, (on the coffee table in the living room) and Compass (on the mantle in the living room). You absolutely have to have these items before you can leave the house. You'll also need the key (next to your computer). Everything else is strictly optional. Once you have your essentials, you can go out into the yard and through the gate, into the park. In the park, visit the Gypsy's wagon and choose your path. When you're finished there, you'll find that an ominous black Moongate has appeared in the stone circle nearby. As you approach the Moongate, a gazer will come through from the other side. Fortunately, the gazer's magic is weak here on Earth and he can be easily swatted aside with any weapon you may have happened to pick up. Step through the Moongate. Stonegate Upon arriving in Britannia, you experience a narrow escape but, at the last second, you're rescued by Hawkwind, who somehow teleports you to the tower of Stonegate. You arrive in a comfortable bedroom full of useful stuff. The chest of goods the Gypsy promised you is in the corner and there's a short sword on the landing of the stair. Several potions are scattered about the room and there's also a book that tells you the powers of each color of potion. Not at all least is a bag . . . bags are extremely useful in increasing your carrying capacity. Somehow during your transition your earthly clothes were replaced with a light suit of armor in your colors. Following the stairway down, you come to a book on a velvet cushion. This is your Spellbook, the last of your essential supplies. At the moment, only the four low-power linear spells are available, but you'll need them all to get out of the tower. The way out is blocked by a force field, but you can make it go away by lighting the torch on the wall with your Ignite spell. You'll find that the next level of the tower has fallen away, leaving only a few narrow ledges around the perimeter. One of these ledges is right under a lever and, if there's a lever, you probably need to pull it. Unfortunately, this particular lever is being guarded by one very large rat. You can kill the rat easily with your Stone spell and, from there, it's simple to hop over to the lever, which will open a door in the music room below. Before you leave the music room, be sure to look for goodies. The next obstacle is a portcullis. To get past the portcullis, you have to dislodge a vase onto a pressure plate, which seems easy enough, except the plate is on the other side of the barrier. Your Gust spell will see you through. Soon you come to a magical lift, which will carry you down to an incredible room with a pool of water and two giant statues. A wheel on the wall near the lift will drain the pool, allowing you to leap down and press the button that opens the way out. Your final obstacle comes in the form of a room filled with fire vents that ignite when you enter. Use your Douse spell to clear a path to the exit and then Douse the two torches on the far wall to open the way. As you leave the tower the spirit of Hawkwind bids you goodbye. The reflecting pool just outside of the exit has a chest with some gold at the bottom, but it's guarded by a carnivorous fish that's rather tough at your present level of experience, so be careful. The base of the tower is guarded by various skulking rats and wolves that'll try to ambush you. In a small cave is a Wyrmguard guarding a teleporter that will take you to Britain. Like most Wyrmguards, he's happy to stop and chat for a minute before he tries to kill you. Once you've talked to him, it shouldn't be hard to kill him, if you're not already heavily wounded. Take his scimitar when he falls; it's an improvement over your short sword. Step onto the teleporter and find yourself in the castle of Lord British. Britain The first thing you must do upon arriving in Britannia is talk to Lord British and agree to help him free the land. You can't even leave the castle until you agree. Once you've faced up to your responsibilities, you can look around the castle. Take a moment to talk to Vasagralem, the Gargoyle hovering in the throne room. Upstairs is your room as well as Lord British's room. The teleporter next to LB's bed will take you upstairs to the mage's workshop where you can find all kinds of goodies. Be sure to check out the telescope outside of LB's chamber and the crystal balls outside of the mage's room. Downstairs, off of the courtyard, you'll find a kitchen and dining room where you can stock up on food and drink. If you've already emptied the larder on a previous visit, don't worry. Use your Ignite spell to light the candles on the table and a feast will appear. Carefully explore the secret rooms in the towers as there are lots of goodies hidden there. Across the courtyard is the weapons room, where a couple of helpful fighters wait to give you some combat tips. You should talk to Keller about armor and magic items. The barred teleporter in the corner leads down to the dungeon. Once you've explored the rest of the castle, you're ready to venture forth onto the grounds. The most interesting feature on the grounds is the hedge maze, which has been neglected recently and has become infested with giant rats. This is a good opportunity to do some rat-bashing if you feel you need more combat practice. If you make it to the center of the maze, you'll find the Flaming Sword waiting for you above the fountain. This is by far the best magic weapon you'll see for awhile, so grab it. Entering the city itself, you'll first encounter the Baker, who's angry because a tragic accident has deprived him of his livelihood. Both his attitude and his logic seem strangely skewed. Moving onward, you'll find Britain's mayor addressing a group of townspeople from the steps of the gazebo. It's only polite to stop and introduce yourself. Other people wandering around who are worth your time to talk to are Altomar the mage, hanging around outside of the magic shop, and Nimrond the carter, down by the warehouse. Your next stop should probably be the museum, where you can check out the Tapestry of Ages and talk to Aleena, the curator, about the curious fate of the Runes of Virtue. Next, head across the square to the Cathedral of Love. There's a woman outside named Flann, who says her family is desperate for Serpentwyne. Talk to Amoranth, the abbot, to catch up on some recent history. Talk to Kimberly, the priestess in the distillery, about the current Serpentwyne shortage and the missing Silver Serpent. There's one last bottle of Serpentwyne on the table that you can give to Flann if you want. There's also a cache of useful items hidden in the library. You can get to it by pressing a button in one of the monk's cells. The grounds of the Cathedral are interesting. You can find an extremely useful healing fountain there. There's also one of Britain's two cemeteries. You should stop and talk to Dermot, the harried monk who's in charge of keeping the dead where they belong. There's also some useful stuff abandoned in the cemetery. If you touch the large gravestone just in front of the mausoleum, you'll release a bloodthirsty skeleton. In the center of town is a well and near the well are three coins. If you scoop up the coins and put them in your inventory, they'll just become part of your cash reserve, but if you take one and throw it into the well, you'll get a powerful one-shot magic item called the Glass Sword. This trick only works once, despite there being three coins. The Glass Sword is a very powerful weapon, so make sure you put it somewhere safe until you really need it. Wander around town on your own for a while, visiting the merchants. You'll find out a bit more about Despise at the weapon shop. The bowyer can train you, if your Dexterity is high enough. You'll definitely want to drop in and introduce yourself to Cameron the jeweler, who'll prove very important to one of your quests. There's also a provisioner and a tavern you can visit. Before leaving town by the East Gate, visit the guards' hut, which has lots of useful armor and weapons for the taking. Leave town by the East Gate, where you'll meet Sarah the Shrine keeper. Sarah is a wealth of important knowledge, so talk to her extensively. She'll give you the Mantra of Compassion (MU). Before heading up to the Shrine, follow the strange glowing orb out to the beach. It will lead you to a small cave where a spider has gathered some valuable items. Down the beach from the spider's cave is the lighthouse. As you head for the lighthouse you can find a bottle of Serpentwyne on the beach. The lighthouse is kept by Hans. He'll explain the problems Britannia is having with its new lighthouses. He has a sextant that you might find useful. Near the lighthouse is the stone circle that used to house the Britain Moongate. It's out of order at the moment, but will be important later. Now you can take the path up to the Shrine of Compassion. On the way, you will be contacted by the spirit of your old friend Shamino, who will explain to you how he happened to become disembodied. When you approach the Shrine, a mysterious storm will whip up but, if you persist, you can approach the altar and pronounce the mantra. This will cause the Shrine itself to address you, explaining what's necessary to cleanse it. You must find the Glyph and the Sigil of Compassion and bring them both to the Shrine, then pronounce the proper mantra. When this is done, the Shrine will be cleansed. Paws On the road to Paws, you'll be stopped by a blind fortuneteller named Altara, who seems to know more about your situation than you do. She'll explain the concept of Karma to you. Just past Altara is a farmhouse with its barn on fire. Trapped in the barn is a small boy. You can save him by using a handy bucket of water, or simply casting the Douse spell. He'll tell you his tragic story and begs you to rescue his mother. Backtracking a bit towards Britain, you'll come upon a crazy hermit in a hut. In the back corner of the hut is a lever and pulling the lever reveals a secret passage up the mountain. Up this trail are the bandit gang and the kidnapped farm wife. When you kill the bandits, you can talk to the woman and read the bandit leader's journal. Across a bridge is the bandits' cave, guarded by wolves. In the cave, the bandits have a cache of jewelry and other valuables. The cave leads down to a lake on a plateau, where there's a submerged cave with even more treasure. There's a lever near where you found the kidnapped woman that will reopen the secret way down. At last you arrive at the entrance to Paws, which is guarded by a giant goblin. This creature demands a toll to pass his bridge, but fortunately he's mathematically challenged and it's easy to confuse him and slip past while he tries to count to ten. Paws itself is a horrid place, filled with poisonous swamps where giant rats and vultures wait to prey on the weak. You'll need to visit the windmill and talk to Bella, who'll explain that the valve is broken. You might also want to drop in on the healer and talk to her and the unfortunate miller from Britain. Leaving Paws, you should return to Britain and ask Nimrond the carter about the valve. Then return to Paws to steal the valve from the troll's cave while he's confused. With the valve, you can at least restore fresh water. You can also give Hayley the healer some Serpentwyne, if you happen to have a bottle. Further efforts to aid Paws will have to wait until the Shrine is cleansed and, to do that, you'll need to visit Dungeon Despise. Despise On the way to Despise, you'll pass a pleasant farmhouse that turns out to be the home of your old friends and companions, Iolo and Gwenno. Drop in and talk to Gwenno. Upstairs, you'll find one of Iolo's custom-made bows, as well as his music workroom. First Part When you enter Despise, turn right at a normal fountain and pass two barrels. Check between the barrels if you want Wyrmguard Arms. At the end of the corridor, pull the lever to raise the portcullis. Just beyond the portcullis is what seems to be a guard's station. You can meet Felix and Castro, two members of a party of four treasure hunters who entered the dungeon and were imprisoned by the Wyrmguard. Get the key from the chest and release the prisoners and they'll tell you of their futile quest for the magical Kiran Stone. They'll also give you clues for finding two of its four pieces. Opposite the cell is a locked door that can be opened by Igniting the torch to the left of it. The huge room beyond is filled with broken pillars. Jump counter-clockwise from the lowest pillar stump to the central pillar to get the Yellow Kiran Stone, then leap over to the highest pillar and press the button that opens the exit. Turn right and then jump down into the pit in front of you. Turn left and then right and you come to a room with a painting and a healing fountain in it. If you need healing, take advantage of the fountain now as it's about to become poisonous. If you examine the painting, it turns into a picture of the ancient evil Exodus and a Wyrmguard chest is revealed. This is the same armor the Wyrmguard wears and, if you take it, the fountain will turn poisonous. Through the far door and around the corner to the right, pull the lever to open the "secret" passage. This opens into a large room that seems to be a cross between a temple and a swimming pool. The fountain nearest you has a full bucket under it. Take the bucket and place it on the altar at the opposite end of the room. This will unlock the door out and leads to the second part of the dungeon. Second Part Right, right, left, and right takes you to a cross-corridor, where a picture hides an infernal armor potion. Turning right again, you come to what appears to have been a training room. The way out is guarded by a sealed portcullis with a pit behind it. On the wall is a crooked shield. Touch the shield to open a secret room containing a healing fountain and goodies. Back in the training room, just to the left of the portcullis, there's a small alcove. Follow it to the left to reach the lever that opens the exit and covers the pit. You'll come upon the corpse of Mourdin, one of Castro and Felix's companions, lying next to a poisoned fountain. Mourdin's journal has another Kiran Stone clue. The next room has been turned into a giant rat's nest. There's a key in the nest that will open the door out and a bow and arrows in the chest in the corner. If you don't already have a bow, grab this one-you'll need it, plus any arrows you can find. Moving on, you arrive in another training room, filled with archery butts. To exit, you must strike the target over the door with an arrow. You're now in a rather fine dining room. There's a key by the tapestry that you'll want in a minute. There's also a secret passage in the corner that will open when you step on the pressure plate in front of it. At the end of the passage are some goodies and a teleporting pressure plate. The key you just picked up opens the chest, giving you a treasure map and the key to the chest it marks. The teleporter takes you to another pad just outside of a room where spikes rise and lower from the floor. With a bit of careful timing, you should be able to run across to the corner with no damage. Pull the lever to open the next room. Walk into the circle and the Blue Kiran Stone appears. Take it and teleport back to the dining room. At the far end of the small room beyond the dining room, press the blue button to open a secret door. Right, right, and left gets you to an alchemy lab with a lot of books and a small alchemical library, plus a supply of reagents and other goodies. A lever removes the fountain, revealing a narrow hidden space. At the end of this space is the button that will open the portcullis. Beyond the alchemy lab is the last guard post. The key to the next room has been abandoned in a small puddle of water in the corner. If you didn't pull the lever, watch out as you approach the door; there's a large pit with spikes that's easy to miss in the shadows. If you fall into the pit, you can climb out, but expect to take damage. You can avoid the pit by jumping over it. The next room is a small temple to Virtue. On the nearest bench is a key and some of Iolo's equipment. If you Ignite the candelabra, multicolored rays from the ankh shine down on the temple. Step into them to be healed. As you leave the temple, you hear someone yelling for you to "pull the lever." If you pull the lever on the wall, you will save the life of Thadious, who's caught in a closing-wall trap. The next room is locked, but the passageway before it is flanked by two alcoves. One is guarded by a slightly open portcullis, with a key visible on the table, and the other has an odd device. Press the button on the back of the odd device and watch the key skitter across the floor, into your hand. You now enter a large cave. There are four pedestals, and a large book on a stand. Read the book; when you've read it, the far passageway opens. If you want, you can leave your three Kiran stones on the pedestals corresponding to their color. However, you still need to find the final stone. The next room holds a dry fountain and a giant rat bound to a chest. Pressing the button on the back of the fountain frees the rat; when you've eliminated the rat, you can open the chest with the key from the temple and grab a few assorted goodies. The next chamber is a large underground lake. Near the waterfall is a submerged lever. Pull it and an alcove opens containing the red Kiran Stone, the last one. Get the stone. Continue on to the far side of the waterfall room. There's a short sword where the corridor turns. You enter the vast chamber at the base of the column. A stone bridge stretches over a lake of lava to the column itself. The bridge is guarded by a Wyrmguard, who introduces himself as Ooli. You must fight him, but when you wound him he calls out that he's really your old friend and companion Iolo and he begs you to take Compassion and spare his life. You should do so, despite any natural mistrust. Once you subdue Ooli/Iolo, you can enter the column itself and take the Glyph of Compassion. Return to the pedestal room, properly distribute the stones and receive the Kiran Shield. You can now leave the dungeon by retracing your route, except that you must leave the water temple by the normal door, even if you first entered through the pit passage. As you leave Despise, you'll at last meet the much-rumored Raven. She tells you that she wants you to meet "her boss," but first you must prove your identity by taking a Rune to her ship at the dock in Britain. Britain and Paws Now you just need the Sigil, which you've been told resides with the Mayor. However, when you arrive at the mayor's house, Killigan tells you that His Honor has gone to Paws, to rescue his sick daughter. Apparently Aidon's policies have finally hit home. In Paws, you should talk to the mayor and to Peg-Leg Joe, the retired adventurer. Not only is Meribeth unwell, but now she's been kidnapped by goblins. Go to the house on the edge of the village, fight the goblins and rescue the girl. When she's safe, her father will happily hand over the Sigil. Now you can go up to the Shrine and cleanse it. You'll be given an opportunity to improve your stats. If you return to town and talk to Altomar the mage, he'll tell you that first-circle spells have started working again. Gear up for a journey and then take the cleansed Rune to Raven at the docks. With your identity thus established, she'll take you to Buccaneer's Den. Buccaneer's Den When you arrive at Buccaneer's Den, your first order of business is to see Samhayne. He says he has the Codex of Ultimate Wisdom, but will only give it to you if you disable the nearby column, which is making dangerous whirlpools all around the region. He also tells you that the column can be found just offshore of the nearby island of New Magincia. Presumably there's a Shrine there that needs cleansing. So you need to get to New Magincia. If you click on the miniature Iron Maiden in Samhayne's library, it will open a secret door to his storeroom in the foyer. To figure out how to get to New Magincia, you'll need to wander around Buccaneer's Den a bit. The Tavern's always a good place to start. Talk to Bjorn about the whirlpools that have been causing trouble and about New Magincia. Then go talk to Keagan the Cartographer, who'll tell you where the way to New Magincia lies. Unfortunately, it seems that the tunnel connecting the islands of Buccaneer's Den and New Magincia is magically warded and nobody can pass without knowing the proper password. The password is known to none other than your new friend, Raven. Before you run off to New Magincia, however, there are some other things to take care of in Buc's Den. First, there's the matter of Katie, a young girl who's been wrongfully enslaved by a slaver named Montego. If you visit the slave market, you can free the girl. You can attack the slaver outright or you can buy the girl and free her afterwards. In both cases, you should talk to Herzog the outfitter to get the girl a job once she's free. Of somewhat more global importance, there's the question of the Silver Serpent, which is being kept in a large cave near town. It's been snake-napped by the false novice Aria and an unpleasant character named Dunston. You can get to the Serpent by shooting the target with an arrow, which will extend the catwalk. On the other side is a lever that will extend and retract the catwalk at will. When you kill Dunston, you can take his key. Touch the pentagram in which the Serpent is imprisoned with the key and the Serpent will teleport itself back to Britain. Fighting in the arena will allow you to train in hand-to-hand combat. It's expensive, though. You can pick up some Karma by helping Linus, a prisoner who's being savagely beaten by his captors. There's another, smaller pirate cave up on the northwest cove of the island. Go there and fire the cannon you'll find to expose the cave. Inside are the Gauntlets of Fury, a unique magic item. The people of Buc's Den seem to be fond of secret doors and passageways. If you're feeling snoopy, click on the skull at the Outfitters shop. This will open the way to his storeroom. In the Cartographer's shop, the ship's wheel in the back will reveal a stairway to his chamber. On the hidden treasure front, at the top of the hill southwest of Samhayne's house, there's a hole in the ground. Drop through the hole and find yourself in the sewers of Buc's Den, where you can find gold, a gem and a Crystal Barrier scroll. On the southwest side of the island there's a small cave off the beach, where you can find the Emerald Lighthouse Gem. The lighthouse is haunted. Go there and the ghost will appear. Give the ghost some rum and you'll be told where a treasure ship sank. You can then go to the ship and dive for the treasure. Travel to the tunnel and say the password when asked. Pass through the tunnel to New Magincia. New Magincia When you explore New Magincia, you find your old friend Katrina the Shepherdess tending her flocks as usual. She's the last remaining resident of New Magincia, who stayed behind to keep the Shrine. But the Shrine is submerged and can no longer be reached from shore. She tells you the Mantra of Humility readily enough and admits to having the Sigil, but she won't let you have it unless you rid the island of the vultures and wolves that have been harassing her flocks. To drive off the wolves, you have to find and kill the alpha female of the pack. To deal with the vultures, you have to find their nest and burn it. When you've accomplished these two tasks, Katrina gives up the Sigil. Go to the promontory on the north end of the island and the Shrine will appear. Meditate at the Shrine by saying the Mantra and you'll find yourself drawn through a whirlpool to Ambrosia, the underwater city of the Gargoyles. Ambrosia When you try to power up the Queen's statue, you discover that Wislem has tragically miscalculated. The statue destroys the dome and Ambrosia has only hours to live. Since you powered up the statue, the prophecy of you destroying the Gargoyles has been fulfilled. Returning to the workshop, you find a dying and repentant Wislem. He gives you a crystal that you can use in his workshop to get the Cube that opens the Queen's door. If you can get one of the Queen's eggs out of the city and into the hands of Vasagralem, the egg will produce a new Queen, allowing the Gargoyle race to survive. With the Cube, you can at last go to the chamber of the great Gargoyle Queen. Unfortunately, you have to kill her, but the important thing is to get the egg to save the race. You've been told that the teleporter out only works with a living Gargoyle on it. Fortunately, a viable egg is a living gargoyle, so you can teleport out of the Queen's chamber, into the dungeon of Hythloth. Hythloth Hythloth is a sewer. It's basically a three-dimensional maze. To get the Glyph of Humility, you have to find four statues of different colors and place them on four corresponding pedestals. Hythloth also holds a unique piece of magic armor, the Swamp Boots, which allow you to slog through swamps without taking damage. Creatures in Hythloth are attracted to excitement; one will often appear when you accomplish something important. Hythloth also has spider webs. Two Ignites, or several hacks, usually does the trick on those that block your path. You teleport into Hythloth from Ambrosia. At the far end of the first tunnel, there's a statue on a pedestal. Take the stairs up into the sewers and turn right at the first intersection. In the room you enter, there's a valve just above the water level. Get rid of the spider webs and turn the valve. You'll see the lift lever in. Also in the room is the tan brick. Press it to open the next sewer. Go to the end of that sewer and get the Green Statue from the chest. Return to the intersection and go straight across it. There's a gold ring in a small sewer on the left that's worth over one hundred gold. Take a right, then a left, and you reach the primary lift room. In one corner, a chest holds the Swamp Boots and other loot. Toward the center of the room is the lift that can get you to an upper room. That room has the Yellow Pedestal and a lever that opens the portcullis. Return to the intersection and head north, past the now-open portcullis. Take a left at the next intersection, then a right, to reach a cistern. Jump down into the cistern and swim to get the Red Statue. Next to the statue is a valve that raises the water level so that you can climb back out of the cistern. Turn it. Return to the second intersection and continue across to the large room. Both portcullises close when you enter the room. When you take the leggings from the grate, the walls start to close in on you. Go to the far portcullis and, just before the walls squash you, the exit opens. Slip through it. Turn right at the next intersection and go to the small room at the end of the tunnel. Remove the web and swim underwater to turn the valve that opens the portcullis to your next room. Return to the intersection and turn right. In the long room, you reach a set of square pillars that bridge the gap to the Green Pedestal. Unfortunately, jumping onto any pillar triggers all of the pillars to rise or fall. Space is constrained around the pedestal, so putting the Green Statue on the Green Pedestal can be a bit of a task all by itself. In addition, the right valve opens the portcullis. The left valve opens the upper walkway, where there are assorted goodies. Leaving this room, turn right and get the Blue Statue out of a chest. Next, return to the second intersection and turn right up the sewer to the Red Pedestal, where you can deposit the Red Statue. Continue out of the far side of this room and turn right at the cross-sewer into a large room. There's a valve just right of the doorway; turn it to lower the water and recover the Yellow Statue. Heading back the other way in the cross-sewer, you pass a Binding Circle on your left and the Blue Pedestal on your right. Place the Blue Statue on the Blue Pedestal and continue further down the sewer and around the corner to your right. This long open room holds the base of the Guardian's column in Hythloth. You can't avoid the water entirely here, but you can jump out as far as possible and then swim quickly to the next platform. Three repetitions get you near the base of the column; you have to swim around to the back of the column to reach the column's entrance. Inside is the Glyph of Humility. Retrace your steps to the room's entrance, then return to the primary lift room, take the lift up, and deposit the Yellow Statue on the Yellow Pedestal. Setting each statue on its proper pedestal has opened one of the portcullises near; when all four statues have been deposited, you can follow the sewer through the transparent tunnels to the rectangular walkway. Take the branch to the right. At the end, you can see a key through the glass. Walk around behind the glass, get the key, then go back and open the chest in the central room. You can now use the mechanism to raise the portcullis blocking your way out to the north. Take your first left, to the teleport pad. The rest of Hythloth involves an even more elaborate task, the core of which is placing four more statues on four more pedestals. The valves in the double-box corridors due north of the teleport pad are particularly vexatious, as they require that eight valves be flipped in just the right order, four to turn all the lights in the double-box area one color, and four to turn them all different colors. However, in the spirit of urban renewal and rapid transit, the Guardian recently installed a pair of teleport pads that entirely bypass the rest of Hythloth. You may try to explore the remainder of Hythloth, but you will be rewarded with just a few treasures and the knowledge of a job well done. Instead, step on the teleport pad and jump to the other pad. Turn left (south) in the corridor, then right, and then swim out and up to the Shrine of Humility. New Magincia and Buccaneer's Den Now, after all that, you're at last ready to cleanse the Shrine of Humility, which is properly grateful. If you stop to talk to Katrina, you'll discover that her recent attitude problems have cleared up. Apparently, the contamination of the Shrine was affecting her perceptions. When you return to Buc's Den to claim the Codex, you are instead ambushed by Blackthorn and carted away to Dungeon Deceit. Deceit You get thrown in Deceit when Blackthorn captures you after you cleansed the Shrine of Humility and spoke with Samhayne. You start without any equipment, so getting a weapon and armor is a top priority. Beware of the mimics here. First Part You wake up in your cell without any equipment. After a few seconds, a secret door is revealed. Push it open and take the path to an ethereal spider. Touch the spider. You are now walking the Ethereal Plane. While ethereal, you can touch things, but you can't pick anything up and you can walk through many barriers. Return to your cell, walk through the portcullis, and push the button outside of your cell to open it. Return to the spider and touch it again. This is a toggle-you're back on the plane of reality. Go back out through your now-open cell door. Get the key and the sack. Go back and become ethereal, then unlock the next door with the key and open the portcullis after walking through it. Return one more time to the spider, return to reality, retrace your steps and go through the secret passage to a small room. Touch the brazier and the orb rises. Go to the far door-when the light in the room is green, you can open it. Follow the corridor to a cross-corridor and turn right. In the room at the end you'll find a vision of the safe path, a healing potion, and a skeleton. When the skeleton falls, it drops a cutlass. Take it. Follow the cross-corridor back to the left and around to a large lava-filled room. As the vision suggested, you can safely walk on the shimmering blue glow to the platform. The left button opens the path to the left lift. Step on the lift and drift across to the platform in the far corner. You'll need to press the correct button to produce a path to the next platform and reveal a Marble Face on a pillar. Go to that platform and press the button to get the lift back to. Next, press the right button and step on the right lift, which carries you to another platform. Adjust the statue until it is aimed at the Marble Face on the pillar and fire Blue Orbs until you hit that Face. Hitting this Face removes the barrier around the central platform. Then hit the Face on the wall with Blue Orbs. When you succeed, you can take the lift back to the platform. Press the left button again, taking the lift that goes to the platform in the far corner. From the next platform over, take the lift back. However, as you pass the central platform, press the button and you'll stop. Climb out onto the central platform and teleport to the second part of Deceit. Second Part Throughout this part, the crystal balls give you clues when you touch them. You arrive on a walkway; follow it around to the right end. When the illusionary glyph disappears, press the button. A stone drawbridge drops into place, completing the left branch of the walkway. Press the buttons (left, right, up, down) to adjust the Marble Face until it is right in the firing line of the statue at the other end of the walkway. Nine Right and Nine Up should do the trick. Go to the walkway. The two statues at the end of the long walkway present a special challenge. The statue on the right always fires first. After a few seconds the statue on the left fires. They alternate fire. To avoid their fire, start on the left side of the walkway. When the first fireball blows past you, shift over to the right side of the walkway. Keep zigging and zagging and don't dawdle as you traverse this walkway. Once you get past the Fireball sisters, touch the bigger statue to fire Blue Orbs at the Face. If you've properly adjusted the face, you'll hit it. If not, you have to go back and readjust it. Hitting the Face summons a lift. Run back down the walkway. You can't outrun a Fireball, but you can come close. If you move fast, you'll only have to deal with a couple as you move away from the sisters. Fortunately, each Fireball makes a hiss as it is released, so you know each time a new one is on its way. To better your odds, slip behind the sisters when you're starting from their end of the walkway. If you start out in front of the left sister, you have a few seconds to run before she fires her first Fireball. The lift carries you to a teleport pad. You'll teleport into a room. Jump down from the platform where you arrive and kill the spider. Get the bow that appears; if you don't have any arrows, touching the statue produces a quiver-full. Looking into the mirror near the bow heals you completely; looking into the other mirror rewards you with a Fireball in the face. Shooting the Golden Face produces stairs up to a platform. Unfortunately, it's not the teleport platform. However, at the top of the second platform, stepping on the pressure plate reveals another Golden Face above the proper platform. Shoot it (while standing on the pressure plate) to get a walkway over to the teleport platform and teleport back to the first teleport pad. Take the lift back up. Move halfway down the right walkway until you're opposite a Golden Face on the far wall. Shoot it to get a bridge (although you'll have to jump to reach it). At the far end of the bridge, turn the valve to partially lower the lava. This uncovers several more places to roam. Return to the right walkway and go to the end. Jump down to the boulders and make your way to the alcove. Step on the teleport pad to another unmapped room. Both chests here are mimics. Leave them alone unless you're itching for a fight. Stand on the carpet and shoot the moving Golden Face. The Blue Orb appears. Stow it away and teleport back to the alcove. With the lava lowered, several obelisks have appeared, poking their heads out of the lava. Each time you click on one, the lava totally recedes for about fifteen seconds, giving you a bit of time to sprint across the floor. Work your way over the boulders to the obelisk. Click on it and then quickly open the chest that appears and grab the Red Orb. Scamper back to safety. Work your way to the Orb Holder. Drop one of the Orbs onto it. Click on the nearby obelisk and run across the walkway. Take the lift up to the walkway and drop the other Orb you've collected on the Holder here. Go to the lift and take it to the teleport pad. Jump down and teleport. Ready your bow and press the button. A Golden Face appears on one of the walls. You have about five seconds to hit it. As soon as you hit it, one (or more) appears. Hit each one as quickly as possible; you only have a few seconds for each. When you've shot fourteen, a fifteenth target appears by the pedestal, but this one is gray and not as obvious. Skewer it and the Green Orb appears. Grab the Orb and teleport back. Click on the obelisk and run across to the Orb Holder. Do your thing, then click on another obelisk and run to the walkway. Another obelisk should get you to an alcove. There's a teleport pad here. Take it to the final unmapped room. You arrive at the teleport pad. When you press the button above the pedestal, a Golden Face appears over the chest. You have just a few seconds to find each Face and shoot it. Fortunately, there are only three. Run to the chest and shoot the Face. Run around to the teleport pad and shoot the second Face. The third Face is by the torch on the diagram. Take a breath and then get the Yellow Orb from over the pedestal, along with the Full Heal scroll from the chest. Take the warhammer if you want it, then teleport back. Place the final Orb in the final Orb Holder. Each time you've placed an Orb, the walkway has grown longer. With this final Orb, the walkway is complete. Click on an obelisk and run over to the alcove. Take the lift up to the walkway and go to the pentagram teleport pad. This teleports you to the core of Deceit. You meet the Wyrmguard Hairam and her hellhound Gypsy. Kill the hellhound to reveal a path to Hairam. She creates two dopplegangers; you can tell her apart because only the two dopplegangers are armed. Kill at least one of the three (preferably a doppleganger, since you still have hopes of converting your old companions). When at least one falls, a lift appears. Take it to the column, get the Glyph of Honesty, and take the lift back to the teleport pad. You are teleported back to the first part of Deceit. A button here clears the rubble separating you from the rest of the dungeon, but you probably don't care-the exit's in the other direction, down the clear corridor. You walk out and find yourself on the small island north of Moonglow. Moonglow Outside of Deceit you'll find a note from Raven, who says she was trying to find you in the dungeon. As you exit you'll be accosted by an indignant armed gentleman who says you stole his family-heirloom dagger. Once you get him calmed down a bit, you'll find his name is Duncan and he was told by a mage in Moonglow that you were responsible for the theft. The heart of your adventures in Moonglow will be your various meetings with Tydus, the head mage. Tydus controls access to the Oracle and you must talk to the Oracle before you can cleanse the Shrine. Tydus' price for access to the Oracle is a staff, which he says is kept in a cave in the south of the island. That turns out to be a red herring-there's a bit of miscellaneous treasure and in a wrecked ship nearby is a unique magic item called the Arms of the Magi. When you return, Tydus has you try again, this time at a cave in the north of the island. This cave is guarded by a demon named Randolas. This entity claims that Tydus sent you here just so you could be killed by the demon, but instead he offers you a highly suspect choice. If you strip off all of your weapons and enter, the demon will give you the Heartstone. Taking the Heartstone will allow him to escape. In return, he will leave you unharmed and in possession of Tydus' Heartstone, the source of his power. Surprisingly enough, Randolas' bargain is genuine. If you take him up on it, you'll escape a fight you can't win. When you reunite Duncan with his lost dagger, he'll offer you some training. As you're wandering in Moonglow, an annoying child named Leeland will beg you to get first his father, then his mother out of danger. Both calls prove to be hoaxes. The boy is a pest, but stick with him. Answering the third call will lead you to a meeting with his father, a scholar named Joshua. Joshua's lost journal can shed important light on your whole quest. It's in a shack near the lighthouse. The Heartstone is the source of Tydus' power in Moonglow and with it, you can force him to let you in to see the Oracle. He reveals the Lycaeum and an airship. The airship carries you to the remains of the Lycaeum, where you speak to the Oracle and look through the telescopes at night to receive the Mantra. Now you only need the Sigil to finish this leg of the quest. A flirtatious woman named Batista says she can hook you up with it, but only if you bring her a magical shield last seen in the possession of your old companion Mariah. At Mariah's house, you find the shield in her basement and, if you can solve its puzzle, it's yours. There are two hidden side rooms in the basement, each with a pressure plate. Place a barrel on each pressure plate to take the shield. If you didn't kill Mariah at your last meeting, she'll be there to greet you. She has no objection to you taking the shield and she'll also teach you the extremely useful Restoration ritual. Trade the shield to Batista for the Sigil. You can now cleanse the shrine. Once the Shrine is cleansed, Raven's waiting at the docks. She returns your Backpack as a peace offering. Forgiving her right away is good for your Karma. Minoc and Cove In Cove, you'll find that the place is rather cash-obsessed. A fellow named Algar will answer your questions, but only if you pay him twenty gold for each answer. The guards at the door of the "great leader," whose name is Raxos, will only let you in if you bribe them. The merchants in town are all equally tightfisted and even the beggars are greedy. Most alarmingly, Raxos has come up with a mad plan to stop the columns through human sacrifice! If you provoke Raxos into attacking you, you can kill him and take the key to Nico's cell. When Nico is released, he'll give you an item called the Orb of Moons and teach you a spell called the Return ritual. Together, they allow you to summon a moongate to instantly transport yourself to any city with a cleansed Shrine. One building in Cove is abandoned. If you enter after dark, you'll find it's occupied by the ghost of a little girl named Dayla. Dayla wants her doll and, if it's found and returned to her, she'll be able to rest. This is good for your Karma. Look for the doll under the waterfall outside of Minoc. Behind Dayla's house, there's a crypt that spawns angry ghosts. You can shut down the crypt if you give the ghosts their jewelry. One piece of this jewelry is the jade bracelet from the Brigand's Cave between Britain and Paws and the other is a Jade necklace that can be found under a floorboard in Raxos' house. The first thing that you see when you arrive in the Gypsy camp of Minoc is Blackthorn, placing a curse on the Gypsies. He tells them that anyone who helps you in your quest will be consumed by flames. Being the slippery fellow that he is, he takes off before you can confront him. Naturally, this doesn't make the Gypsies more cooperative. However, the head Gypsy, a fellow named Laszlo, will agree to consider helping you if you can bring him a Blackrock Crystal Ball from the haunted mine of Covetous. And Morganna, the old Gypsy wise woman, will give you the Mantra of Sacrifice, plus some interesting information about the Codex, before being incinerated by Blackthorn's curse. Covetous The dungeon of Covetous is a haunted mine. You have to make your way through treacherous collapsed passages and deal with several restless spirits. As befitting a mine, there are plenty of gems throughout here, plus several chunks of blackrock. In fact, you might want to return later, if you run short of cash or blackrock. Covetous also has plenty of wide-open spaces and more than enough undead. None of your magic works here. If you find a mining cart on the track, pushing it makes it roll a short distance. There are "Purple Pools" throughout the dungeon. If you toss a chunk of blackrock into one of these pools, you receive a vision giving you a visual clue to one of the tasks you must accomplish here. Each Purple Pool has just two clues. Level 1 You begin at the head of the upper rail and follow the rail around several curves before reaching the first open cavern. There's a warhammer in the next cavern, which you can use or sell. If you've tried to operate the lift, you know it's missing something. What it's missing is a large gearwheel, hidden among the rocks, along with other loot. Take the gearwheel to the lift mechanism by way of the spiral ramps. Before you install the gearwheel, you must turn off the water with the valve. Place the gearwheel on the horizontal shaft just under the smaller gear. Turn the water back on again and then climb back down the ramp. Follow the track under the mechanism to the lift itself, but first you have to deal with Lothar, the Sword Wraith. This wraith has been charged with guarding access to the rest of Covetous. An honorable entity, it can only be dispelled if defeated in combat by the sword Gringolet which, by coincidence, can only be wielded by the Avatar. Since Lothar wants to be released, he'll tell you all about Gringolet. However, once you retrieve the sword, Lothar is bound to fight you to the best of his ability. Gringolet has been stowed on the bank of the underground river near Minoc. If you don't have it already, you need to go collect it before you can continue past Lothar and further into Covetous. Once you've put Lothar to rest, pick up the key he dropped and open the chest by the lift. The button in the chest removes the barrier between Levels 1 and 2. The buttons on the other brace are like elevator buttons-the top button corresponds to Level 1, and the fourth button corresponds to Level 4. Unfortunately, you can't reach a level until you've removed each barrier above that level. Press the second button (for Level 2) and step onto the lift. Level 2 You begin at the lift shaft and follow the track around to the cart. Usually, a pushed cart just rolls a short distance, but this time you have gravity and an inclined track on your side. Pushing the cart busts the wooden barricade blocking your progress. Continuing, jump in the next cart and ride it across the deep chasm. Once you're across the chasm, work your way around to an open crate and take the key inside it. This key will remove the barrier between Levels 2 and 3. Climb back over the rocks and boulders. There's a skull in the natural alcove, which belongs to the restless spirit of Skully. Talk to it, then take the skull and return to the lift. Key the barrier, then take the lift down to Level 3. Level 3 As usual, you begin at the lift shaft and follow the track. If you stay on the track, you'll trigger another earthquake. This one will shake you off of the track and down into a pit of skeletons. It's much better to climb past the rocks and boulders on either side. Continue following the track until it turns to the right and disappears under a pile of rubble. In the alcove just beyond the track, collect the Helm of Radiance, which lights your way whenever you wear it. Then search out a small passage to another cavern and another small passage to the next cavern. You won't be able to go any farther than this cavern. One more small passage yields a cavern full of graves. Skully's grave is in an alcove at the far end. Place his skull on the grave and you'll get the key that removes the final lift barrier. Return to the lift, key the barrier, and take it down one more level. Level 4 As you might expect of the lowest reaches of a mine, Level 4 is full of water. Begin again at the lift shaft, but this time there's a spiral tunnel behind the lift that is full of specters and loot. On down the track, you have two choices. There's the easy path, straight down the track but with no goodies, and the hard path, which has some loot. If you follow the track, you'll find an underwater Healing Pool. Either way, you end up in the column cavern and meet the Wyrmguard Ailuj. You can attack her, or you can start talking to her, persistently urging her to resist the Guardian. Once you get past her, dive underwater to the column's entrance and collect the Glyph of Sacrifice. The blackrock in the cart at the end of the tunnel deserves a special note. Each time you return here, its blackrock stores will have been replenished. Back out and take the narrow path to the west. The far side of the first cavern is blocked, but someone has already stacked a couple of powder kegs for your convenience. Blow the kegs to open the passage. There's another chasm across the next cavern. The easiest way past it is around the far end. Open the doors to the elaborate portal. Down a short corridor, and to the left, you run into a magical barrier, a pentagram and an inscription. Unfortunately, you must surrender Gringolet to continue. Place Gringolet on the pentagram. It disappears and the barrier dissipates. You must destroy the lich Khelereth. When Khelereth vanishes for good, a crystal ball appears in the pentagram. Touch it and a secret door opens. At the end of the corridor thus revealed is the Blackrock Crystal Ball and other loot. Once you have this crystal ball, you can leave. The long way out is back the way you came. The short way out is via the rough passage leading away from this final corridor. The powder keg on the grate opens a quick passage into the waters offshore from Minoc. Minoc and Cove When you show Laszlo the Blackrock Crystal Ball, he'll see that it's his destiny to Sacrifice himself to aid you, and free his people from Blackthorn's curse. He'll give you the key to his wagon and then tragically die a horrible magical death. His Sacrifice is not in vain, however, for in his wagon is the Sigil that will allow you to cleanse the Shrine. He also possesses the blue Codex Lens, one half of the set that will allow you to read the Codex, should you get it back from Blackthorn. With that job done, you can return to the docks to discuss your travel plans with Raven. Yew Raven's boat can't take you directly to Yew, so your best route is to go to Britain and take off overland. If you drop in on Lord British while you're in town, he'll let you in on a shortcut. There's a passage through some goblin caves that LB ordered sealed up as a menace to travelers. For you, he'll drop the illusionary wall that bars the way. When you arrive at Yew, you find the Court of Justice in full swing. A hapless barkeep is being sentenced to prison for allowing a patron to get drunk. It's an absurd state of affairs, but your ears really perk up when you hear about the next case-a pirate girl is to be tried for murder. Sure enough, it's Raven, but she's not just being tried for murder, but for Genocide! She stands accused of destroying Ambrosia and bringing about the inevitable extinction of the Gargoyle race and the prosecutor is Vasagralem, the exiled king of the Gargoyles, who you met at the castle. She's found guilty and teleported to Wrong to await execution. Monitoring the proceedings is a wingless Gargoyle, Desbet, who is the servant of Vasagralem. If you tell Desbet your story and show him the Queen Egg you rescued from Ambrosia, he'll realize that Raven is innocent and set up a meeting with his master. While you're waiting for your meeting with Vasagralem, you can go to the Library of Justice to learn the Mantra. When you meet Vasagralem in his home, he's angry and vengeful, but he also settles down when you show him the Queen Egg, finally admitting to himself that it was their own pride that doomed his people and dedicating himself to defending the hatchling Queen to produce a new race of Gargoyles. As an apology for his mistake, he gives you the Red Codex Lens and vows to help you free Raven and cleanse the Shrine. He tells you to meet him later, near Wrong, and he'll show you a secret entrance. Before that, you have time to seek out the guardian of the Sigil mentioned in the Book of Justice. It turns out to be a talkative old bird named Eustus. Eustus agrees to give you the sigil, the Quill of Justice, only if you correctly answer three questions about the nature of Justice. Once you pass Eustus's test, you get the Sigil. You're now ready for your assault on Wrong. Meet Vasagralem and he'll show you where to look for the secret underwater entrance. Wrong You're going into Wrong to rescue Raven and to get the Glyph of Justice. Avoid guards. If they fight you, you are automatically captured and thrown into a cell without your equipment. You can trap most guards, or at least shut a portcullis or door between you and them. The levels in Wrong are a bit confusing. There's an upper level and a lower level, but both levels themselves sometimes split into upper and lower parts and the lower parts are sometimes covered by the upper parts on the map. The lower level is more straightforward, with no overlapping corridors. Swim and then walk down the tunnel to the skull-framed door. Touch the left skull to open the door. Touch the ankh painting, and then press the blue button behind it. That opens a portcullis, but only for a short while. Carefully walk down the corridor behind the guard and slip into the portcullis before it drops again. The far right corner has a short sword and an invisibility potion; if you already have a weapon, leave the sword for when you might need it later. Move the bench aside to reveal a secret door. Follow the tunnel around. If you want it, pick up the broadsword in the barrel. Continue on to the end of the tunnel. Slipping into the cell, place something you don't need on the pressure plate to open the portcullis. Carefully follow the guard down the hall to a small room. Anytime you get captured, this is where they stow your gear, in a chest. The chest also holds a key that you'll need soon. Backtrack to the lockbox and open it with the key you just picked up. Pull the lever in the lockbox to remove the grate right in front of you. With the grate gone, you can take the stairs down. Follow this lower path left, then right, until you reach the torture chamber. There's a levered winch in the far left corner that opens another grate; there's a battle-axe in the near right corner. Go out through the far door, left, then right, and up the stairs you just uncovered by removing the grate. Down the hall on the right, there's a cell with a familiar face. The lockbox lever just outside the cell unlocks it, but Raven turns out to be a zombie in disguise. If you care to deal with the zombie, there's a note in the cell with a clue to freeing the real Raven. The room between this cell and the stairs is a barracks; it holds nothing of interest. Walk back past the open grate, turn right a few times, and you've reached the ramp to the lower level. Take a final right, then a left into the main corridor. Step past the grate and avoid the guard. Go to the end of the corridor, turn left, and then right. Continue back up to the upper level. At the first corner, there's a healing potion in the rat's nest. Turn left and twice right and then open the portcullis at the next intersection. Retreat back down the hall until the guard walks beyond the portcullis. Sneak up and drop it again, so the guard can't get back to where you are. Taking the other hallway, the first cell on the left has the real thing-Raven in the flesh. The skulls around her cell door are arranged like the drawing in her journal. Touch them in the order she suggests and the door opens. There's a wall of fire separating you. Either jump through the fire or use Telekinesis to turn the valve, extinguishing the fire. The second valve opens the pit and frees Raven. She's glad to see you, but sends you on to finish your task. Before you leave, she hands you a key to the next portal up the hall. Wait until the guard patrols into the nearest cell, then lock it with the lever by its doorway. Raven's key opens the hallway portal. Go through it and down the ramp to the lower level. Turn right at the bottom of the ramp. About halfway down the hall is another grate and another guard. Wait until the guard isn't paying attention and open the grate. You need to find the trigger brick to do that. Its color is slightly different from the surrounding bricks, and it sticks out from the wall about half an inch. Once you get downstairs through the grate, turn right to a small room with a lever lock. When the guard walks into the room, lock it behind him. At the other end of the small corridor, press the right brick. Go upstairs and down the hall to your right. Lift the inkwell on the desk to find a button. Push the button, opening the portcullis to your right. Hide against the wall opposite the desk while a guard patrols into the now-open corridor and then returns and heads down the hall away from you. Quickly go through the open portcullis, left, then right. Just before the next grate, press the light-colored brick on the left wall to remove the grate. Go down the stairs. Follow the narrow corridor forward, then right. Press the button to open a door that you need to pass. Head back up through the grate, then right to the cross-corridor and right again. The doorway should no longer be blocked. Continue down the corridor, past the doorway. The next large room holds four chests. Unfortunately, the ones in the near right and far left corners are mimics. The other two hold plenty of goodies. Further down the corridor and to the right, you enter a long room with portcullises at both ends. As soon as you enter, both portcullises drop, as does the walkway across the length of the room. The water, of course, holds predatory fish. If you want to, jump to the far sill and Stone the fish before going back into the water. Turn the valve to raise the portcullis. Continue down the corridor and into the Wyrmguard hall, where the Guardian's column is planted. If you hit the winch lever as soon as you can, you might trap Wyrmguard Anaaj in the center of the platform. This is the only way to spare her-if you must fight, she'll die. If she's dead, the portcullis into the column room opens automatically. If she's trapped, you can to talk her into opening the portcullis. Once in the column room, climb over the rocks to enter the column and get the Glyph of Justice. Then go back out through the anteroom to the first room on the right. Press the brick with a green tint to dispel the column and reveal a teleporter pad. The pad teleports you back to the upper level, into the cavern with a Binding Circle. Follow the natural tunnel out and to the right, taking you back to a cell you've already investigated. Walk through the main doorway of the cell, turn left, and head to the end of the hall. Turn left. The portcullis you face won't open unless you have the Glyph of Justice. Since you have the Glyph, you can continue on down the corridor and out of Wrong. Return to Yew After you escape Wrong, cleanse the Shrine, then go to the court to clear Raven's name. There are a couple of optional stops you can make. First, you can drop in on Bakura, the hermit and staff trainer, who lives northwest of town. Bakura will only train you if you bring him the magic item called the Star of Britannia (which you'll find near Trinsic, a little later in your adventures). Once you have the Star, you can either trade it for training, or you can keep it for yourself. It's a handy magic item for combat. Bakura's technique is very advanced, so it might be awhile before you're ready for it. Also to the Northwest of town, there are the ruins of a burned-out village. If you go by there now, it will save you a trip much later in the game. You don't actually have to do anything at the ruin. On a peninsula near the Court of Justice is a statue where you can talk to Shamino again. Finally, on the east end of the lakes south of Yew, there's a raised platform with a crate. In this crate is the sapphire lighthouse gem. Whenever you're ready, you can return to Britain to board Raven's ship for the next leg of your quest. Interludes Terfin You and Raven take off for a quick stop in Buc's Den but, instead, your ship is seized by a mysterious force and you are pulled to Terfin, the island fortress of the Guardian. In your presence, the Guardian mortally wounds Samhayne. Before he dies, Samhayne reveals that Raven is his daughter. At last you come face to face with your nemesis. When you fight, you will notice that the damage you do to him seems to affect you equally. The Guardian then destroys Skara Brae, the city of Spirituality, as you watch helplessly. At the docks, you have to break the news about Samhayne to Raven, then talk about the Guardian. Return to Buccaneer's Den After your mysterious side-trip, you arrive in Buccaneer's Den. Your purpose in Buc's Den is for Raven to teach you how to handle the ship yourself. You must get a chart from the cartographer, then go to Raven's house. She asks if you trust her. If you say "yes," she brands you into the Guild. This allows you to shop at the marketplace in Buc's Den and, if you trust Raven's offer right away, it's good for your Karma. Either way, Raven will give you a navigation book at the dock. Once you read it, you can sail the ship yourself, anywhere you want to go. Once you've been to Terfin for the first time, and learned to sail the ship yourself, you can choose whether you want to make Trinsic or Valoria the next leg of your quest. You will also find, the next time you return to Britain, that some minor matters have arisen that deserve your attention. Return to Britain Any time you return to Britain, after your unscheduled trip to Terfin, you'll find several loose ends waiting to be tied up. If you go to Britain before visiting Trinsic or Valoria, you'll pick up some useful tips about those places. Besides collecting information, one of the first things that will catch your attention is that your reputation is no longer quite so sterling in Britain as it once was. You're accused of stiffing the tavern for a round of drinks and stealing a goat, of all things. The responsible party is your "number one fan" and doppelganger, Evidious. Orson the adventurer can tip you to his current hiding place. Find Evidious in the ruined house near the shrine and give him a good talking to. He'll straighten up. A more serious problem is that the undead situation in the graveyard has gone critical. The seat of the problem is the old house on the hill above the graveyard, which is being haunted by a ruby-eyed skeleton. Destroy this creature and the dead of Britain can rest again. Finally, if you talk to Kimberly at the Cathedral of Love, you'll find that Killigan has hidden the money raised for charity and refuses to turn it over. Killigan won't surrender the money, so you have to get it yourself. The funds are in Killigan's hidden storeroom. Once you have them, you can pick up an invisible note hidden in the room. Once it's in your inventory you can read it. It suggests that Killigan is working for Blackthorn and the Guardian. If you confront Killigan, he'll eventually break down and promise to tell you "what's really going on" in Britain. No sooner are the words out of his mouth than he's killed by the Guardian for disloyalty. You can then return the charity money to the Cathedral. Trinsic As you wander around Trinsic, you'll soon discover that the loss of the Chalice of Honor has left the brotherhood of paladins in ruins and the town itself has become as callous and downtrodden as any place in Britannia. The streets of the town itself are overrun with goblins. The merchants have no love for strangers and they'll take you for as much as they can get. Rupert the Blacksmith will promise to make you a Blackrock Sword, in exchange for the exorbitant sum of 7000 gold (you have to provide the blackrock, from the mine of Covetous). But when you go back to claim the weapon, he'll accuse you of giving him inferior blackrock and refuse you a refund. You should also speak to Lucero, a morose fellow who claims to be the last of the paladins. He'll tell you the sad story of Trinsic's decline since the loss of the Chalice. When you go to the Bastion, you'll find that it's been sealed off, because the spirits are angry about the loss of the Chalice. When you enter, you'll be attacked by a swarm of angry ghosts, but if you fight through you'll meet the spirit of Lucian, who knew of you when he was alive on one of your previous journeys to Britannia. He'll tell you that you need to speak to the spirit of your late companion Dupré to learn the Mantra of Honor. Unfortunately, Dupré is not one of the spirits in the Bastion, so you need to seek elsewhere. At the Shrine of Honor, the Shrinekeeper Myrea will guide you in seeking out Dupré. You must retrieve his remains from the ruins of the ancient Paladin fortress and bring them to the Shrine. When you've accomplished that, you must complete a ritual of Spirit Speak to summon the ghost. When you've done as the Shrinekeeper says, Dupré's shade appears and tells you the Mantra of Honor and also that the Chalice can be found at the bottom of a dungeon. Anytime after you've spoken to Dupré, you can seek out the spy at his camp, fight him and read his journal. Shame Lower Level Push the door to open it. Around the first corner, you get a "practice room." The button fires a Blue Orb at the first Marble Face, showing you one of the main elements of Shame. Then use invisibility to pass the Gray Eye; the portcullis opens when the Eye can no longer detect you. You've reached Shame proper. You must solve the lower level before you can reach the upper. In this first long room, there are two Magic Eyes keeping watch on the two side exits. You must turn them away from the exits for the portcullises to open. Go to the back half of the room and look up. On the backside of the cross-beam is a Golden Face. Hit it with a couple of arrows, so that the Eyes turn away and then take either exit from the room. Go east first. Around two corners you find another Marble Face, with a Red Eye on the opposite wall. The Red Eye fires at you, alternating Fireballs and Blue Orbs. Stand directly between the Face and the Eye as the Eye fires. Dodge after it fires, so that a Blue Orb will hit the Face. This opens a secret door. Touch each suit of armor to reveal two more Marble Faces. Use the same method of drawing Magic Eye fire to trigger the two Faces. Hitting the right Face with a Blue Orb opens a secret room with one potion of each type, while hitting the left Face opens the next room in your path. Go down the hall and turn left into the accessible room. The button reveals the Face, but this one moves, so you have to lead the shot. When you finally score a bullseye, the door to a small alcove opens. Dispatch the zombie and press the button, so that the barrier at the end of the previous hall disappears. This opens to a roomful of colored statues, with one empty pedestal. The button just to the right of the door reveals a black statue. The button to the left of the door starts the statues changing color. Touch each statue while it is black and it stays black. When all the statues are black, a final statue appears on the empty pedestal and all of the statues start strobing colors together. Click on the new statue when it's red and a chest appears. The Black Orb is in this chest. Take it. Go back and check out the area to the left of the long oval room. Turn the Eyes again by shooting the Golden Face, so that you can get through the doorway on the left. Turn left and walk around to the large round room. Don't step on the pressure plate. There's also a ten-button panel. Press the top button to reveal yet another Marble Face. Press the red diamond button to fire a Blue Orb. This time, however, the Orb doesn't disappear after it hits the face-it bounces and you have to keep giving it a new Face to hit. Anytime you press any of the other green buttons, the previous Face disappears and a new Face appears elsewhere on the wall. The trick is to keep a Face long enough for the Blue Orb to hit it and then replace it with another Face in the rebounding path of the Orb. The puzzle is twisted, but fortunately, the solution is pretty straightforward. After the Orb hits the first Face, press the lower left button. Continue across the bottom row, pressing the next button as the Orb hits each new Face. Then take the top row in the same order, left to right. When the Orb hits the last Face, a passage opens to the largest room on the lower level, with a red and tan floor. Stepping on any red flooring teleports you back to the previous room and you don't want that. Step out into the room (you've got to jump first), then turn and shoot the Golden Face on the pillar that sticks out into the room. This gives you more tan areas to walk on, but some of the red areas start moving around the room. You've got to reach a button on the far side of the Golden Face's pillar. That rotates the Eye long enough for you to slip through the newly revealed doorway at the opposite corner of the room. The Eye rotates. You've got to flip all of the levers without the Eye noticing you. If it sees you, it resets all of the levers and you have to start over. This usually takes a couple of trips around the room, staying ahead of the Eye. When you've flipped all of the levers, slip back out to the red and tan room and this time go through the new doorway and down a hall to a pedestal. Put the Black Orb on the pedestal and the upper level around you drops to provide a stairstep path to the upper level. Upper Level Anytime you fall (or jump) down to the lower level, work your way back to this room to get back to the upper level. Don't fall down to the lower level. Press the nearby button and a golden lift appears. Take the lift to the black statue. The task on the upper level is to turn the statue three different colors, in no particular order. There are three glowing orbs in the corners. Stepping into a glow and then touching the statue transfers one color to the statue. The trick is reaching each glowing orb. Be sure avoid the Magic Eyes, as each one shoots a Fireball at you whenever it sees you. Blue is easy. Walk over to the glow, step in, walk back to the statue, and touch it. Red is more difficult. Get to the Magic Eye and press the button on its pedestal. That dispels the barrier between you and the red glowing orb. Yellow is next. At the bottom of the stairway, press the button. This summons the golden lift again. Take it across to the yellow glow, then take it back again to the statue. When you've transferred all three colors to the statue, it disappears, revealing a teleport pad. Step on it. Elsewhere You arrive bounded by a crystal "cage" and you can't teleport out again. You must speak the Mantra of Honor to dispel the crystal. Grab the Lightning Sword and defeat Wyrmguard Eve. She guards the entrance to the column; go inside to get the Glyph of Honor. Down the tunnel to the north, you encounter Blackthorn and he's got the Chalice of Honor. He will trade the Chalice (which you need) for the Red and Blue Lenses. Don't do it. He shatters the Chalice and leaves. You can poke around here, but there's little to be found. When you turn to leave, Dupré's spirit appears. He offers a suggestion. You must choose another chalice from within this room. Take that chalice back to the people of Trinsic and make them see that their honor is not lost. Grab a chalice and head on out. The teleporter takes you back to the upper level teleporter, where you can jump down to the lower level and exit. Return to Trinsic When you leave Shame with the new Chalice, Vidos, the guard at the Bastion, will explain where you need to place it. But the new cup is not yet imbued with the power of the Sigil. In the inn, you can find a man named Virgil, whose house has been taken over by a portal, through which the extra-dimensional pests known as phase spiders are entering our world. He says that only a paladin can close the portal, but none are left except Lucero and he's not interested in the quest. You have to convince Lucero to honor his duty as a paladin. Rendezvousing with Lucero at Virgil's house, the two of you succeed in closing the portal, but only after Lucero is killed by a phase spider queen. Lucero's sacrifice is not in vain, however, because his Honorable death sanctifies the new Chalice, giving it the full power of a Sigil. Speak to Vidos for permission to take the Sigil. You can now cleanse the Shrine. Incidentally, on the same island as Virgil's house, up in the hills, there's a goblin camp. The goblin shaman guards the Star of Britannia. You won't be ready for Bakura, however, until you first train in Trinsic with Raphael. With the Shrine cleansed, the people of Trinsic begin Honoring their commitments once again. Rupert finishes your Blackrock Sword and gives you a substantial refund of your purchase price. Between Trinsic and the Shrine, there's a small cave that holds the powerful magic item, the Staff of Death. Before leaving, check out the shipwreck on the western coast of the island. You'll find the Ruby Lighthouse Gem here. At the bottom of a lake to the north of town is a unique magic item called the Leggings of Sentri. On a small island is a statue where you can talk to Shamino. If you haven't already cleansed the Shrine of Valor, Raven will urge you to travel to Valoria next. Valoria When you first arrive in Valoria, you are refused entrance by Sergeant Lambert, the knight on guard. You're told that you must bring a red dragon's head before you can be admitted. You're told that you can find a red dragon in the Dungeon Destard, but that the entrance has been sealed off. You'll meet a dying knight on the beach who wants you to return his shield to his family. When you return to the dock, some zombies are attacking the ship. Dispatch them. Returning to Britain, stop in at the tavern and talk to Sir Robin, a Valorian knight who will let you in on the location of a secret entrance. Continue through Paws and take the mountain pass that leads to the secret entrance. On your way, you'll pass through the remains of the razed village of Dawn, which was destroyed by the dragon Talornia. Molly, the lone survivor of Dawn, will tell you how the dragon came, despite the villagers' desperate efforts to placate her. Destard There are two rival "congregations" who vie for Talornia's favor. You are familiar with the Wyrmguard; in addition, when Talornia began harassing the town of Dawn, a misguided townsman named Xarnthal decided that she might be appeased by worship and the Cult of Xarnthal was born. Xarnthal's worship didn't save Dawn and Dawn's few survivors now pass their lives in service to Talornia. First Part A path leads into the mountains from the ruins of Dawn; at the crest of the path, a snow-covered portal must be melted with Fireballs. Jump down into the resulting hole. Take the tunnel out of the first chamber and then circle to the left around the pool of lava. Take the first exit out of the lava pedestal room, into another room full of rocks and lava. Drop something on the pressure plate near the corner, so that the barrier across the room, to the north, will disappear. Cross the hatchery and find the Red Eggshell fragment in the alcove at the far end of the chamber. Now, back out to the lava pedestals and across the room to the far side. For a quick side-trip, follow the wide tunnel around to the right until a demon appears. This demon summons hellhounds-and an occasional goat. You don't have to destroy it, but it's a good idea to do so if you want to take advantage of Talornia's Treasure Chamber after she's gone. Taking the wide tunnel to the left, you find Bane, a prisoner chained in the far right corner of the next chamber. You must kill all of the giant rats in the chamber to talk to him; once you do, he directs you to the key he needs. You gain Karma by freeing him; if you decide to wait until later, he dies before you return. The chamber after that holds the ghostly remains of Adreanna, who describes the sad fate of Dawn. She requests that you kill Talornia, to free her from the foul wyrm's curse, and that you bring her evidence of her husband's fate. You can't do much to help her immediately, so you continue down the wide tunnel to another Wyrmguard. This is Yerffoeg and, if you've been paying attention, you know you'd rather not kill him. He can be easily dispatched, but you can also taunt him until he runs away in abject cowardice. He has been guarding the Glyph of Valor. Stow it away, then return to Adreanna. There's a teleport pad in the alcove just to the right of her. Step on the pad to jump to the rest of Destard. Second Part You appear on the teleport pad and are almost immediately challenged by Dartane, the head Wyrmguard. After dispatching Dartane, you must pass a dragon statue that spits Fireballs, but there's a lever just past the statue that turns off its power. Turn right at the cross-corridor, then right again, down a short corridor to a cell. Raise the portcullis with the lever on the wall. Inside is the Red Skull, plus a pressure plate that reopens the portcullis. Continuing down the corridor, you enter a Wyrmguard training room. It holds nothing of particular interest and neither do the two obvious rooms adjoining it. However, in the near left corner of the training room is a crooked dagger display, which triggers the bookcase to move aside, revealing another exit from the room. At the end of the short corridor, you find the Green Eggshell in a chest. There's another secret door, nearly behind a barrel on the right wall, but the room it hides holds little of interest. Back out and to the other end of the cross-corridor, you find a fountain. This offers healing, which is important since there are no healing potions in Destard. Past the fountain and around the corner, there's a key on a pedestal. If you grab the key, do so quickly and run, before the floor falls away beneath your feet into a spike trap and the dragon statues start flaming Fireballs. Further down the corridor and around another corner, you come to a narrow cross-corridor. To the right, in the large chamber, a demon soon materializes. In one corner of the chamber is a body with a book; the book contains only one word, but it is the Word of Power necessary to exit Destard: INOPIA. In the opposite corner are gold, gems, and reagents. You might try walking carefully along the ledge. At the other end of the cross-corridor, the long room has two pressure plates. The first plate elevates a pedestal. The second plate closes the entry portcullis, summons zombies, and reveals two new buttons-one on the pedestal, and the other on a new pentagram decorating the left wall. Pressing either button opens both portcullises to the room. Continuing past the long room and around the corner to the right, you reach another cross-corridor. Following the corridor to the left, right, then left again, you pass a storage room with a few goodies, then a small, thin room. At the far end of this room, in a pile of human remains, you find Darim's journal, documenting the demise of Adreanna's husband. Save it-that's the evidence you need of his fate. Just walk toward the door in the far wall-when you get close enough, it vanishes. Continuing down the corridor, you pass through a small room and hit another cross-corridor. Turning right this time, and around the corner, you enter a wide room. The door shuts behind you and poisonous gas begins seeping into the room. Your only hope is to press the stone block that protrudes slightly into the room; that dispels the gas and opens both doors. The dark corridor out the far side of the room is lined with skulls. Beware of the ones with glowing eyes. Sprint through and around the corner, into the antechamber to Xarnthal's crypt. If you get too near the white haze in the center, a lich appears, stoked to the teeth with Lightning. In the near right corner, in a box under the stairs, is the key to Xarnthal's crypt. It unlocks the door on the far side of the haze. Approach the coffin, destroy the large zombie torso that appears, and grab the Yellow Eggshell fragment in the coffin. Follow the route out, back, and around to, the second fountain in Destard. This fountain restores mana. There are three other exits from this chamber. To the right, a corridor leads to a spider nest. The corridor on the far side leads to the exit from Destard, but you must know the Word of Power to use it. The third corridor from the mana fountain chamber, on the left, leads to several nice goodies. In the first room down the corridor, a locked chest holds the Red Candle. The key to the chest is in a crate. The large chamber is Talornia's gem mine. It has a lot of gems and they're free for the taking once Talornia is dead. A wooden plank triggers the miners' secret escape hatch. Its lack of usefulness is witnessed by several drowned bodies floating in the water, but there is a bit more treasure under the water. When you're done looting the remains of long-dead miners, retrace your steps all the way back to the square corridor around the demon-summoning pit. Follow it clockwise, to a small sunken room on the far side. It contains a key, but don't get too enthusiastic while searching-you need at least one intact barrel to climb out again. Continue on to the temple antechamber. The entry is flanked by two pedestals. Press the green button on each pedestal, then step into the small room beside each pedestal. Above the door in each room is another green button. Both of these must also be pressed to open the way into the temple. The book on the pedestal lists the demon-summoning ingredients and ritual, but if you read it, the dragon statues start Fireballing you. To the right is an alchemical lab, with the Blood Flask and several other interesting goodies. To the left is Saphera's library; touching the crooked picture reveals another key. The lab and library are connected by the elevated passageway that also extends partly around the upper edge of the temple. At one end of the passage above the temple is a chest with a key, but the lock it opened has since been replaced; this key is useless. The sunken room key gets you through the door at the back of the temple and to Destard's Binding Circle. Touch the dragon statue at the back of the binding room to reveal yet one more room, this one containing the Severed Head. If you've collected the Red Candle, Red Skull, Red Globe, Blood Flask, and Severed Head, you can try your hand at demon summoning. Exit the temple and follow the corridor straight to the Demon-Summoning Pit. Put the first four on the four pedestals at the corners of the room, then put the Severed Head at the center of the pentagram. When the demon appears, destroy it and grab the Summon Demon scroll it leaves behind. Grab the Red Candle, too. First Part, Again It's time to go see Adreanna and visit Talornia. Teleport back to the first part of Destard and show Darim's journal to the friendly ghost. She rewards you with the White Eggshell, the fifth and final piece you need to crack Talornia's barrier. Follow the corridor back around to the lava pedestal chamber and place each eggshell fragment on the appropriate pedestal. The barrier falls and you can walk forward into Talornia's lair. Like all good Villains, she engages you in conversation before attacking. If you must close to attack, you'll have to jump up to her level. Arrows can kill her, but Lightning's better. Save your Fireballs for when they'll be more useful. When she falls, take her head and the Ring of Fire scroll. If you talk to Adreanna one more time on your way out, she'll thank you for releasing her spirit. The Treasure Chamber is now open; if you destroyed the demon guarding it, you can grab the Chest of the Troll, other goodies, and lots of gold. Remember, you can't exit from this part of Destard. Teleport back down and exit through the far path, using the Word of Power. You find yourself near the western coast, across the mountains from Britain. Return to Valoria You can find a shipwreck on the coast that contains a magic weapon called the War Bow of Blood. Jordan, the son of Flann in Britain, is lying dead outside a nearby cave; his journal is amongst his belongings. With the dragon head in your possession, Sgt. Lambert will let you in. Talk to Lambert, Sir Artos, and Sir Eris. They'll tell you about the Demon Triumvirate that's oppressing Valoria. You should seek out Meranthon, a mage in the service of the Valorian order. Meranthon is dying of a mortal wound, but he can tell you of the Tome of Demonology, which possesses the secret of defeating the Triumvirate. Meranthon was bringing the Tome to Valoria when he was attacked by a demonic monster and he was forced to drop the Tome to escape. Meranthon's wife is a healer. If you can talk her into going ahead with the healing, you'll gain Karma. The healing is successful, but the Guardian will treacherously strike Meranthon dead as soon as he's healed. Unbeknownst to the other knights, Sir Eris has been hatching a plot to surrender their Sigil, the Dagger of Honor, to the Demon Triumvirate in exchange for peace. When he carries out his mad plan, however, he quickly learns a terminal lesson about making deals with demons. Now it's all up to you. You should go to the glade where Meranthon lost the Tome, fight the beast that guards it, then read it. According to the Tome, the Triumvirate can only be destroyed if its three manifestations are defeated by three warriors simultaneously. Lambert and Sir Artos can be recruited for this operation. Reynald, the dying knight on the beach, was Lambert's brother. Before he'll agree to help, you'll have to give Lambert the shield. Fight the demon at the Shrine, while the other two engage it elsewhere. When it's defeated, Sir Artos will tell you the Mantra of Valor, giving you everything you need to cleanse the Shrine. Before you conclude your quest in Valoria, there's one other stop you may want to make. Yastar is a mage that lives on an island just north of Valoria. If you go talk to him, he'll offer to help you make Bone Armor. Around Valoria there are three red pentagrams, each one with a bone in it. Collect the bones, take them back to Yastar's hut and then take the teleporter to his workroom. Place all three bones in the magic circle and you'll get a Bone Armor helm. This only works once. When you're ready to leave, light the signal fire and Raven will come pick you up. Interlude: Britain Your next quest must be Spirituality, since that's the only uncleansed Shrine left. Shamino has mentioned that you'll need the Sigil of Spirituality and that it can be found in LB's chamber in the castle. Before you head for the castle, you should give Jordan's journal to his mother. Fulfilling this sad duty will enhance your Karma. When you arrive at the castle, you find that Lord British has suddenly scooted off to the Abyss. Hennington, the seneschal, will give you a letter addressed to you, from Blackthorn. LB went off to confront him. If you look around for clues to your next move, Siona the musician will teach you how to play the tune "Stones" on the harpsichord (place the sheet music on the harpsichord and then click on it) and reveal that it's LB's favorite song. If you play the song in LB's bedchamber, the Sigil of Spirituality will appear. If you haven't completed it already, this is your best chance to finish the Lighthouse quest. Get Cameron to cut the gems into lenses, travel to the lighthouses to place them, then stop by the lighthouse in Britain to report mission accomplished. When you arrive in Skara Brae, you find that the Guardian's boast was true and the city has been obliterated. You will pass another statue, which will allow Shamino to speak to you for the final time via this method. The Sentinel still has enough enchantment left to speak to you. After passing on some information about the destruction of Skara Brae and Shamino's fate, the Sentinel gives you the Mantra of Spirituality. He also invites you to stand in his hand for a blessing . . . full restoration of hit points. Bell, Book, and Candle To save Shamino you'll need to visit the Lycaeum, Serpent's Hold, and Empath Abbey, two of which lie in ruins and the third is lost. A good place to start is in Skara Brae. On Skara Brae, in the Temple of Souls, you'll find the Well of Souls. You cannot enter the well without the Ankh of Spirituality. Inside the Well is a spiritual plane called the Valley of Souls. Three lost spirits are trapped-tormented because in their lives they rejected the three great principles of Truth, Love, and Courage. If you free them, they'll help you on your quest. Calan, a thief, is the easiest of the three to free. All he needs is a good talking to. He'll tell you to speak to the Oracle in the Lycaeum to get the Book. The second spirit is Elizabeth, who neglected her child in life. Elsewhere in the valley, you'll hear the ghostly cries of a baby. Follow them to the southwest end of the valley and you'll find a two-story house where the pathetic spiritual remains of the child lie. Bring the baby to Elizabeth and she'll tell you to seek out the Candle of Love in Empath Abbey. The last spirit is named Mathis, who ran from a test of courage in life. He'll challenge you to seek out his village and see if his cowardice made any difference to the people there. Mathis' village is the burned-out ruin northwest of Yew. If you didn't go to that place when you were in Yew, you'll have to go now, before Mathis can be freed. He'll tell you to seek the Bell in Serpent's Hold, which is a sunken ruin just southeast of Trinsic. Now you have to gather each of the talismans. In the Lycaeum, before the Oracle gives you the Book, you have to pass a Truth test. When it asks who is responsible for Britannia's current troubles, you have to reply that you are. If this doesn't seem to make much sense, a conversation with Shamino might point to the same thing. Anyway, it's the only answer the Oracle will accept. When you make it, you get the Book of Truth. When you find Empath Abbey, you'll meet Brother Brock, the last of the monks. The lost soul Elizabeth is his sister and speaking to him of her is good for your Karma. He'll point you to the remains of the Temple of Love. Light the three braziers to summon the Flame of Love and then stand in the flame to reveal the temple. On the second level of the temple is an altar and, as you approach, the candle will rise from it. The Bell is tough. Go to the ruins of Serpent's Hold and swim down into the opening and down the corridor. There is a magical airlock at the end, protecting the passage. Proceed to the right and take the first alcove on the right. The floor will begin to disappear over a large spiked pit. Run quickly over it and open the chest. Get the key from the chest. Go out and to the right and follow the circular corridor to a door. The key unlocks the door. Inside, you will find Groldek the Archmage, who has taken up residence in the ruins. Kill Groldek and a wall will disappear, showing the entrance to the chamber with the Bell of Courage. Take the Bell. Lyssa, the keeper of the Bell, will offer to train you in the Sword. Now you can return to the Temple of Souls and perform the Ritual of Return on Shamino's body. You've freed your friend, but you still need to find the Glyph of Spirituality and cleanse the Shrine. For that, you'll need to enter the Abyss. Shamino summons Malchir, who teaches you the Summon Pyros ritual that will allow you to bypass Lord British's wards to follow him into the Abyss. Shamino will also help you see the Isle of the Avatar, where you need to perform the ritual. Go to the newly revealed Isle of the Avatar and Summon Pyros. He takes you down into the Abyss. When you arrive, work your way up to the nearby crest, with four statues and four beams of colored light. Jump down into the center void when you reach the crest. The Abyss You arrive near the top of a square shaft, which has portals to the elemental planes of Air, Fire, Earth, and Water. Your objective is to find a glowing globe corresponding to each element and then visit each plane to eliminate a threat. The shaft has five floors. The top floor is dedicated to Air, the second floor is dedicated to Fire, the third to Earth, and the fourth to Water. The bottom floor is where you deposit the four elemental globes and where you eventually exit the column. On each floor there are two rooms and a portal. When you first enter each hallway, the room on the right will always be blocked, so you must always first visit the room on the left. You unlock the right room by pressing a light-colored panel in the left room. You collect an elemental globe in one of the rooms. When you deposit the globe on the bottom floor holder, a portal to the appropriate elemental plane opens back on that element's floor. The most efficient path is to collect each globe on one trip down the column, then to go back and visit each elemental plane in order, from top to bottom. However, for the sake of easier organization, we'll describe each elemental plane trip along with the description of the related elemental floor. Air In the left room, kill the gazer and press the light-colored panel over the healing potions. In the right room, stand on the Face and keep an eye on the glowing orbs that float down toward you. When they get close, the trick is to stay on the Face long enough to draw the orbs, but not long enough to get hit by the lightning. Dodge the Lightning so that the Face is hit by the orb; when it's hit, a white Water Globe and a teleport pad are revealed. The pad takes you down one level to the Fire floor. When the Water Globe is deposited on the bottom floor, another corridor appears. Climb up to it from the right room. At the end of the corridor is a teleporter gateway to the Plane of Air. You arrive on the central promontory. If you didn't pick up the Lightning Sword back in Dungeon Shame, you can grab one here. However, you'd better hurry. In addition to an impressive dragon, there are three slasher demons ready to make your life miserable. To get the sword, jump over and cast Ethereal Sight. Pick up the Invisible Orb and step on the pad that teleports you. Repeat the process, grabbing Orbs and teleporting. The final teleporter takes you back to the central promontory. Drop all five Invisible Globes at the base of the sword's protective barrier and collect the sword when the barrier drops. If any of the Orbs drift over the edge of a promontory, just jump off after it. Grab it on your way down, then make your way back to the starting promontory. There's a mana pool and a big dragon. When you've killed the dragon, teleport back to the central Abyss column from the dragon's promontory. Teleport to the Fire floor. Fire In the left room, step between the two hellhound statues. They animate and attack you. When you've killed them, press the right button (which raises a pedestal) and then the left button (which reveals the red Fire Globe). Grab the Glove and press the light-colored panel. Make your way to the right room, dodging Fireballs as you go. Douse both braziers. Be careful, though-the Fireballs can relight either brazier. When both are extinguished, the teleporter pad is revealed behind the bricks and the fire. When the Fire Globe is deposited on the bottom floor, the teleporter gateway to the Plane of Fire appears. Take the great circle route, jumping across. March up to the big demon, slay it with righteous fervor, and teleport out on the pad that appears. Back in the central column, teleport down to the Earth floor. Earth On this floor, avoid the Magic Darts. As you approach the left room, the corridor is lined with spikes. Either turn invisible to avoid triggering the spikes, or tough it out and suck up the damage. Once inside the room, if the Gray Magic Eyes see you, the spike pits open. At this point, you have several options. Gray Eyes can't detect you if you're invisible, so you can cast that spell and walk across unmolested. Or, you can walk between the moving walls, keeping the walls between you and the Magic Eyes so that the pits stay closed. Or, lastly, you can jump the pits. There's a pressure plate at the far right corner of the room. Leave an object on it. A set of narrow, high steps is revealed. Jump from the last step onto a narrow, dark green ledge. At the other end of the ledge, touch the ankh. A crypt opens, revealing a Time Stop scroll. Back at the beginning of the narrow ledge, jump across to the cross-ledge and press the light-colored panel. Then jump down to the floor, grab the scroll and the book, and walk through the illusionary spikes at the doorway back to the hallway. At the entrance to the right room, cast Time Stop. Cross the room, grab the green Earth Globe, and step on the teleporter pad. When the Earth Globe is deposited on the bottom floor, the teleporter gateway to the Plane of Earth appears. You arrive in a new area. This place is full of creeper plants. If you go to the right, you'll eventually reach a mana pool, guarded by the biggest creeper plant on the Plane. In the other direction, you find a Stone Demon. Pulverizing the Stone Demon reveals a teleporter pad back to the central column. From there, teleport down to the Water floor. Water The left Water room is a water pit, filled with predatory fish. There are various stairs appearing and disappearing on the walls. Swim to the far wall and climb the underwater stairs, so that you're almost standing on the water's surface when you reach the wall. Wait for the wall stairs to appear, jump up on them, and press the light-colored panel. Swim back across the room and walk to the right room. The blue Water Globe is frozen in the ice crystal. Fireball the ice and deal with the icehound. Get the Globe and teleport down to the bottom floor. When the Water Globe is deposited on the bottom floor, the teleporter gateway to the Plane of Water appears at the bottom of the pool in the left room. Go through. The Plane of Water is inhabited by icehounds, so be ready for close to a dozen of them. When you arrive, jump into the water and then climb out. Jumping along the ridge, you find a short tunnel emerging. Go around either way. From that point, you can refuel at the mana pool before setting up to combat the sea serpent in the largest pool. Find a good position, preferably one that provides both good visibility into the pool and a boulder you can duck behind when the serpent attacks. When the serpent dies, the teleport pad back to the Water floor in the central column appears. Bottom Floor You've got to deposit each elemental globe on the four-pronged holder on the bottom floor. It doesn't matter when you do so, or in what order, as long as all four globes end up on the holder. In the middle of the floor is a square hole, blocked by air (the continual lightning bolt), fire (the flames), earth (the stones), and water (the frozen columns). Each time an elemental kingpin is killed, the corresponding block disappears. When all four are gone, you can jump down through the hole. Ethereal Void Lord British You arrive near the peak of a hill. As it happens, you'd rather be at its base. Start jumping down. By the time you have a choice of where to jump, you should be able to see a bridge down below you. Continue jumping, toward the bridge. Be sure you can see where you're jumping each time-a misstep is likely to land you in lava. Beyond the far end of the bridge, Lord British and Blackthorn are engaged in heated discussion. It's obvious words are about to turn into action and you offer to intervene. Surprisingly, British tells you to lay back-this one's his responsibility and his fight. When he throws a barrier in front of you, you're forced to agree. British and Blackthorn start a battle royale. British prefers Fireballs, while Blackthorn's weapon of choice is a Lightning Bolt. Assuming British wins, he drops the barrier blocking you and gives you the Codex of Ultimate Wisdom to read. After you've collected the Glyph of Spirituality from the column, he teleports you back to the Isle of the Avatar, where you first summoned Pyros. Isle of the Avatar The best thing for you to do is to go to the Codex Chamber, place the Red and Blue Lenses, and study the Codex. It makes for interesting reading-you find the Barrier of Life and Armageddon rituals and the truth of the Guardian's genesis. Ethereal Void Return to Lord British's castle, wiser but sadder. Lord British meets you on the East Lawn and sends you to the Ethereal Void to cleanse the final Shrine. There you meet the ghost of Dupré, plus the spirits of any of your other Companions who died along the way. After you've had a chance to meet and greet Dupré and any other spirits, step into the temple under the Shrine. Teleport up to the Shrine and perform the now-familiar ritual. Retrieve the Sigil and the Glyph and teleport back to British's castle. Lord British's Castle Dupré told you that cleansing the Shrine of Spirituality would restore all dead Companions back to life. Sure enough, when you return to the castle, all eight Companions await you, along with Lord British. It's time to face your past and confront the Guardian. No one knows for sure, but everyone's pretty certain that when you do, you'll depart the realm of Britannia forever. No one's happy with this prospect, but they each bid you farewell, each in his or her own way. Say goodbye to LB. Now that the Runes have been restored to Virtue, they must be returned to the columns to undo the damage caused by the columns. While your Companions undertake this task, you must carry the eight Sigils to the Guardian's lair, under Terfin, and beard him in his den. You depart for Terfin, never to see your Companions again. Terfin Speak to Raven once you arrive in Terfin. She tells you about the secret entrance to Terfin's tunnels, by which you might have a chance of reaching the Guardian. She has come to care for you deeply in your few days together, and she, too, knows that you are unlikely to remain bound to Britannia by the ties of mortal existence. Her words cannot fully express her love, or her grief, but she realizes this sacrifice is necessary. Level 1 You reach the Terfin tunnels from the cave Raven indicates. You'll need all eight sigils to get past the barrier. This level of Terfin is full of wingless Gargoyles, plus a couple of the winged variety. In addition, beware of the phase spider in the first chamber. Step on the pressure plate, then exit through the portcullis that opens briefly. Down the central corridor, a button opens the way to the loot, guarded by a winged Gargoyle. Continuing down the corridor, the doorway on the left leads, via a short passage, to a room with a button on the floor in the far left corner. Pressing this button reveals a door in the wall at the end of the central corridor. Along the back wall near the right corner, pushing against the wall reveals a passage into a small alcove, with potions and other goodies. Across the central corridor, pressing the protruding plate opens the door. This also leads to a short corridor. Turn left at the T-intersection and grab the key to the door at the end of the central corridor. Back out in the central corridor, unlock the door blocking the corridor and continue into the small room straight ahead. When you step in, the door closes behind you and the walls start to close in. Wait for a button to appear in the far wall; this button opens the door and pushes the walls back to their original position. The next branch to the left leads straight to a large room. However, the corridor branches back to the right and provides a couple of keys you'll need. When you enter the large room, the door shuts and the room fills with water. A valve in the far wall opens the far door; a valve in that room lowers the water and opens the door again. Meanwhile, the small room at the end of the second branch has a key on a table. This unlocks the door on the far side of the room; in that room is another key, in the far right chest. This key opens the next door blocking the central corridor. Just before the end of the central corridor, on the left, are four panels, arranged like bricks. The top panel teleports you to an area with a Healing Pool within a few steps. The pad here sends you back to the corridor by the four panels. The left panel summons a winged Gargoyle. Pressing the bottom panel produces no immediate effect. Pressing the right panel reveals yet another door at the end of the corridor, which can be unlocked with the key you just found. Within a few steps, the central corridor ends in a T-intersection. Whether you turn right or left, you end up at the same place. That is, you end up in the same place if you don't step on the pressure plate trigger that opens a pit in the foggy corridor. If you need to cross the pit, take a long jump. Better still, just walk around the other way. There are two globes on pedestals outside of the room at the far right bend of the corridor. Touching either globe dissipates the adjacent force field blocking entry into this corner room. There's a key on a pedestal in the center of the room. Douse the torch on the back wall of the room to reach the key. This key opens a door at the far end of the nearby large room. Through this door and down the corridor, you reach another small room. As you leave this room, turn right and press the wall. A short secret passage opens, apparently going nowhere. However, toward the end of the passage, on the left side, is another secret passage. At the end of the secret passage, you reach a small room with a Glass Sword floating behind a force field. Note the three pressure plates on the floor at the base of the Sword. Pressing the left or middle plate summons a skeleton. Pressing the right plate releases the sword from the force field. Back out to the main corridor and around a bend to the left, you reach a long room. After dealing with the demon, collect the Green Power Cube. Just past the far door is a lever. Pushing it lowers a wall blocking your progress, just down the corridor. In the next large room, you meet Maria, but just briefly. She has been poisoned by the Guardian and begs release from this mortal coil. Do you end her suffering or do you refrain from killing her? Whichever choice you make (it doesn't affect your Karma either way), don't dwell on it; continue out the far side of the room a short distance, where you teleport to Level 2. Level 2 Terfin's Level 2 has lots of Wyrmguards, as befits the final approach to the Guardian's inner sanctum. You arrive from Level 1 at a Level 2 teleport. Touching the painting on the left wall unlocks the door. Down the corridor and past the first intersection, turn left into the first room. In the far left corner, behind some boxes, is a key that opens the room across the corridor. This second room has both Wyrmguard and treasure-it's up to you whether to walk in. Meanwhile, back at the intersection, the left corridor (the longer one) leads to a few useful and necessary items. Touching the crooked painting on the right wall drops you into a pit, but at the end of the pit corridor is a mana fountain. It's easy to climb back out of the pit. Once you've done so, continue further down the left corridor, taking two right turns. The right-hand room has a statue of the Guardian. Touching the trigger on the left wall reveals the next doorway on the main corridor; the desk along the right wall has a key and the Yellow Power Cube. You'll need both. Back at the intersection again, head right, down the short corridor. As soon as you walk through the door, a chunk of floor raises up to block it. The Blue Power Cube is on the table, while, in the room to the left, a large pentagram dominates the floor. Stepping on the pentagram has the expected effect-you teleport to a short series of tunnels. Winding around and past the intersection, you reach one of the Red Power Cubes on a pedestal, plus a demon. Deal with the demon as you prefer, then collect the cube. Now backtrack to the intersection and turn right; at the end of the bend is a teleport pad back to the pentagram. Put the Red Power Cube in the hole in the pedestal to lower the floor barrier. With the next doorway revealed, continue into the small room at the head of the corridor and unlock the far door with the desk key. You emerge in a corridor (left/right), facing a portcullis across the corridor. This portcullis is the beginning of another trap. If you can't stand not knowing, press the button to the right of the portcullis and enter the room. The portcullis shuts and skeletons attack. The lever in the far left wall opens the far doorway, but things haven't gotten much better. There's a fire pit just around the corner and, as soon as you step into the corridor, you've stepped on a pressure plate that enlarges the pit. You've got to reach the valve at the end of the corridor to open the portcullis back out to the main corridor. Down the wall from this trap is a small room. On its top shelf is a small statue of a knight next to a skull. When you touch the knight, the skull transforms into a Death scroll. At the far end of the cross-corridor, turn left, then right. Ciara is a treasure hunter with little use for power cubes-she'll take good, old-fashioned gold and gems any day. She's perfectly happy to trade you the Red Power Cube she has for the key to the Guardian's Treasure Room. Since treasure won't buy you much at this point, you'd be happy to make the trade, if you only had the treasure key. Back at the other (shorter) end of the cross-corridor, turn right, then left. Your way is blocked by a gate; to open it, you must cast Telekinesis, Teleport, or Douse to extinguish the torch. With the gate open, turn right, then right again at the intersection. You've reached the lab of Agmar the Mad Mage. Touch the painting with the glowing eyes. It slides aside to reveal a button. Press the button. That button opens the portcullis you just passed in the corridor. The chest behind that portcullis holds the Treasure Room key that Ciara desires. Go back to Ciara and trade the key for the cube. Slip the Red Power Cube into the pedestal and the nearby force field vanishes. There are a lot of webs ahead. Hung up in the corridor web is a key. Retrieve it so that you can open the chest in the room on the left. This room also has a small phase spider, which is weaker than most phase spiders, but also much harder to hit. Past the webs, turn left, then right, then left. Straight ahead is a small throne room; on the throne's left arm is a button. This button opens a wall that you just passed and behind that wall is a Stone Demon head. Its mouth is wide open, displaying a lever inside. You must stick your hand inside and pull the lever to open the force field into the room on the left. In this room are four pedestals. The pedestal closest to you on your left already has a Red Power Cube in it. Place the three cubes you do have in the appropriate pedestals-yellow on the left (beyond red), green on the near right pedestal and blue to the far right. All four cubes in place triggers the appearance of a pentagram teleporter to the Guardian's chamber. Walk all the way back around to Mad Mage Agmar's lab and on down the long corridor. The room at the end is now open, with a shiny new teleporter in residence. When you think you're ready, step on it. You appear at the doorway to the Guardian's chamber. You've been here before-this is where the Guardian summoned you when he taunted you with the destruction of Skara Brae. Level 3 Place the Sigils on the pedestals (one to a pedestal and it doesn't matter which pedestal). This raises a magic sphere; step into the sphere. Speak the Words of Life (from the Codex). This raises the Barrier of Life, summons the Guardian through the Black Gate, and shatters the Gate. The Guardian is not glad to see you. Do your best to ignore him while you continue your preparations. Pick up three chunks of Blackrock (from the shattered Gate). Place them, one at a time, in the central circle. As you place the first, you will see your Companions place the runes within the columns, thus reversing their influence. When you place the second chunk, you get a vision. Place the third chunk and then speak the Words of Armageddon. And that's the end. At the climax of a wondrous display in which the columns are destroyed and you absorb the Guardian back into your being, you dissolve into energy and ascend into the ether. In a brief afterword, you see Lord British and Raven discovering your ankh on the ground. As Raven picks up the ankh, she glances skyward and realizes there is a new constellation in the heavens . . . the Ankh.