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Warning: massive spoilers ahead. Read at your own risk.
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Earth
~~~~~
There's nothing much to say about the start level, except that you should listen carefully to your instructor, Hawkwind. Be sure to take the belt, the backback, compass and your journal.
You should read every book you can find in your house. They contain very useful tips and a general "instruction manual" about this game. All you need to control your character is explained in the books.
When you're ready, talk to the gipsy to determine the class of your
Avatar.
Stonegate
~~~~~~~~~
After the teleportation through the moongate you arrive at stonegate.
There you must collect your last pieces of equipment. At first, look into the chest. Depending on your path of virtue chosen at the gipsy, you'll find some useful items there. Your spellbook lies in the case the next room. You need it to call ignite on the unlit torch at the wall.
It's also useful to get rid of the rat blocking the lever in the next room, just call the stone spell on it. Then you can jump to the lever and open the door to the next room. Push the button while standing on the platform and you will come to the next room. Just use the valve to lower the water and press the button on the ground of the pool. The last room is trapped, all you have to do is cast the douse spell on the flames until you came to the statue. Douse the two flames and you can leave stonegate.
Outside the tower you'll receive some greetings from the Guardian and a
Wyrm guard. Defeating him is easy. Finally, step onto the platform and you will be teleported to Britain.
Britain
~~~~~~~
Now you are inside the Castle in Britain. Of course the first one to talk with is Lord British himself. He tells you about giant columns, which have risen from the ground, and the people are growing discontent.
LB advices you to first go to the dungeon of Despise. It's just northeast of Britain, and the entrance is next to one of the columns. He also gives you a map of Britain. Vasagralem, the gargoyle, informs you that the red and blue lenses were stolen from the Gargoyles. They were used to read the Codex of Ultimate Wisdom.
Don't miss the teleporter in Lord British's bedroom. It will transport you into the castle's laboratory, with a binding spell pentagram and several chests with all needed reagents.
In the west part of the castle is the weapons house. The Guard, Keller, can train you in one-handed weapons. He also gives some advices about weapons and armor. He also mention magically enhanced armor, and tells you about a fellow down in Trinsic who can make items out of Blackrock.
While in the Weapons House, don't forget to visit the jail. Just open the small gate and step onto the platform. In the jail room you should pay attention to the obviously lunatic prisoner in the far left cell.
Hehehe, now that's what happens to guys who gave us Ultima 8, right,
Richard? :-) Visit him every time you cleansed a shrine, he will change his speak pattern.
If you are looking for a nice weapon, just check out the maze in the castle's garden. If you get lost, here's a tip: move the camera to the top over the Avatars head, then change the camera distance and the FOV (default keys are Ctrl-Home and Ctrl-PageUp, to get back to the default view, use Ctrl-Ins). You can also climb the hedges and jump. In the center of the maze, you'll find a nice little weapon.
Well, it's time to look around in Britain. The first place is the cathedral. Amoranth, the abbot of the cathedral, tells you some news: the Empath Abbey, the Lyceum and Serpent's Hold have been destroyed. He also mention the Candle of Love, which was stolen. He also says that traveling to the remains of Empath Abbey at Serpent's Spine, east of
Yew, could be very dangerous, so this should not be your first sightseeing tour. Kimberly, a priestess, tells you that the Silver
Serpent was stolen by a pirate named Aria. Without the serpent, the monks can't make Serpentwyne. (you will find the serpent in a hidden cove in Buccaneer's Den).
NOTE: you can open the trapdoor in one of the cathedral's room. Just search the table in the serpents room for a key, open the door and search the room for a button.
Altomar, a wizard, tells you that Nico, the magic shop owner, went to
Cove and hasn't returned.
Hans, the lighthouse keeper at the southeast of Britain, tells you the lighthouses aren't working because they don't have the proper lenses.
You need to find the unpolished gemstones and take them to the gem cutter in Britain so they can be made into lenses. Once the gems have been polished, the ruby lens goes in the lighthouse in Buccaneer's Den, the emerald should be taken to Moonglow, and the sapphire belongs in
Trinsic
If you want to visit Paws, just went the south-west way from Britain.
You'll meet a blind seer, who has something interesting about your future to say. Not far from the seer is a burning farmhouse with a little boy trapped into it. Just put one of the water buckets on the fire and it will douse (you can also use the douse spell if you like).
The boy tells you that there are dangerous brigands around. The poor child has had his father killed and his mother kidnapped! She's been taken toward the mountains to the east of his farm.
NOTE: If you want to rescue her (good karma), follow the path into the mountain, just after the cemetery. You will find a small hut with a quite unfriendly man in it. Search for a lever, the man will attack you, kill him. The lever moved a stone behind the house. Follow the path to the east and kill all the brigands. Then talk to the woman and read the journal, it will lead you to a big treasure.
To get to Paws you must cross a wooden bridge guarded by a troll. He wants 10 gold pieces as a toll. You can give him the gold, try to irritate him (and quickly pass the bridge) or decline and kill him. But be careful, he is a tough one for an unexperienced Avatar.
In Paws, Bella at the windmill tells you that they can't get any fresh water because the valve on the windmill is broken, and no replacements have arrived. (NOTE: the troll has the missing valve, you must kill him first) Hayley, the healer in Paws says that there are too many sick people and not enough supplies. (NOTE: she can heal you for free) If she had some Serpentwyne, she could help a lot more of these people.
After visiting Paws, it's time to reconstruct the shrine of compassion.
Just head the eastern way from Britain. Just after the bridge, the shrine keeper, Sarah, informs you that the shrine has been corrupted and destroyed. To get to the shrine, just follow the path to the east. She also tells you the mantra of compassion, MU.
While following the path to the shrine, you will find one of your old companions, Shamino, although not in person. He informs you about the problems in Britain and the source of having the townsfolk lost their virtue.
The Shrine of Compassion direct you to find two things: the glyph and the sigil. It said that inside each dungeon near one of the strange columns is a Glyph of Corruption, and for every virtue, there is a sigil which embodies that virtue. So you have to go to the dungeon Despise to get the Glyph.
The dungeon lies north of the castle. Just follow the northern path where you have met Sarah. On your way you'll find the house of Iolo and
Gwenno, although Gwenno tells you that Iolo has been sent to the column by LB a long time ago and hasn't come back.
One nice little easter egg: Near the column and the entrance to Despise you can find a skeleton. This is the poor farmer, who was killed in the intro movie of the game.
Despise
~~~~~~~
Right after the entrance of the dungeon you'll find two citizens from
Britain (NOTE: the key to the locked door is in the crate). They tell you about a magical artifact, the Kiran Shield. Four Stones are necessary to get the shield. They also tell you that one of the stones is on a great pillar and one is behind a waterfall.
To open the next door you have to light the torch and you can go into the room with the great pillar mentioned by the two guys. To reach the top of the pillar you have to jump from the smallest one to the next bigger one and so on. At the top, grab the stone and push the button nearby.
Following the hallway you will stand before a small gap. You can either jump across it or step into it (there's nothing dangerous down there, don't worry). If you jump down, you will come to a fountain with a plaque
("Beware the offerings of the dark") Better do what it says, the fountain is poisoned. But if you touch the picture, it will disappear and gives you a Wyrm guard armor. The next room is a big pool. Just grab the bucket of water and put it on the on the western pedestal.
After a long hallway you will come to some kind of a weapons room. The leaver to open the door is behind the northern wall. (NOTE: there's a locked secret door. To unlock it, just touch the shield to the east).
You will come into a room with a fountain and a corpse. He carries a note: "Beyond the dining room wall lies the hidden wall". Sounds interesting.
In the next room you'll find a key in the rat's nest. It unlocks the door to an archery room. Just shoot the target to open the door to the next room. This room looks like a dining room, so if you search, you will find a moving wall and behind it a teleporter to a room with some spikes coming out of the floor. Just run, use the leaver and get into the next room to find the next kiran stone. (NOTE: you can unlock the chest next to the teleporter with a key you'll find on the wall at the dining room). In the next room you'll have to use the leaver to make the fountain disappear. Behind a secret door lies the button to open the door to the next room.
In the next room you can read the book. The lost key can be found in the small water pool. To jump over the fence you should move the barrels, climb on them and jump. Use the leaver to close the trap. The next room is some kind of a small chapel. You can lit the candles on the table to heal yourself.
In the next room you'll find a very unhappy, trapped thief. If you switch the leaver, he will thank you and give you another kiran stone.
NOTE: the stone can be found in the small box if the thief is being killed.
The key to the next room lies behind some bars, but don't worry. In the other room is a device ("attractor") to fetch the key.
Now you come to a cave with four small pillars. Put each of the Kiran stones on the right pillar (color). Unfortunately you don't have the last stone. Just read the book in the corner, and the cave will be opened.
NOTE: If you push the button on the fountain, a wall will disappear, revealing a rat and a Wyrmguard chest.
You have to swim to get into the next room. One of the citizens said something about a waterfall and the last Kiran stone, so search the pool for a switch. It will move a rock at the right from the waterfall. Just grab the last Kiran stone and swim back to the room with the four pillars to finally get the Kiran Shield!
In the last room after the waterfall room you will find the object you've come for, the bottom of the great column in a lava cave. But it is protected. A Wyrmguard named Ooli (nice anagram) is waiting for you, he seems to know a lot about you. After a short fight he will reveal his true identity to you. Big surprise! You can show compassion and spare him. (NOTE: it don't seem to change the plot if you kill him, but if he's dead, he can't teach you some archery skills and it's not a nice move for the Avatar of the virtues :-)
The path is free into the column. Let's get the glyph and get out! back in Britain
~~~~~~~~~~~~~~~
Just after you get out of Despise you will meet your old enemy,
Blackthorn, but you are rescued by a pirate named Raven. She wants you to talk with her boss, Samhayne. But just to be sure she wants to see one of the eight runes of virtue to have proof you're the true Avatar.
Well, it's time to cleanse the shrine. You already have the glyph, now you need the sigil, the heart of compassion. The shrine told you that the mayor has it. He has been going to Paws to search for his daughter.
In Paws go to the building at the south west to find her. Just rescue her from the two goblins. The mayor thanks you and give you the heart of compassion. Now back to the shrine.
Just put the sigil and the glyph on the shrine and watch the nice effects. Voila, the Shrine of Compassion has been cleansed! Maybe this will make the people of Britain stop looking down their noses and finally help those poor people living in the swamp. Don't forget to catch the rune, you need it to talk to Raven.
Go back to Lord British and report your success. His astronomers have noticed that something is wrong with the moons. He says he'll investigate it more.
Buccaneer's Den
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Earth
~~~~~
There's nothing much to say about the start level, except that you should listen carefully to your instructor, Hawkwind. Be sure to take the belt, the backback, compass and your journal.
You should read every book you can find in your house. They contain very useful tips and a general "instruction manual" about this game. All you need to control your character is explained in the books.
When you're ready, talk to the gipsy to determine the class of your
Avatar.
Stonegate
~~~~~~~~~
After the teleportation through the moongate you arrive at stonegate.
There you must collect your last pieces of equipment. At first, look into the chest. Depending on your path of virtue chosen at the gipsy, you'll find some useful items there. Your spellbook lies in the case the next room. You need it to call ignite on the unlit torch at the wall.
It's also useful to get rid of the rat blocking the lever in the next room, just call the stone spell on it. Then you can jump to the lever and open the door to the next room. Push the button while standing on the platform and you will come to the next room. Just use the valve to lower the water and press the button on the ground of the pool. The last room is trapped, all you have to do is cast the douse spell on the flames until you came to the statue. Douse the two flames and you can leave stonegate.
Outside the tower you'll receive some greetings from the Guardian and a
Wyrm guard. Defeating him is easy. Finally, step onto the platform and you will be teleported to Britain.
Britain
~~~~~~~
Now you are inside the Castle in Britain. Of course the first one to talk with is Lord British himself. He tells you about giant columns, which have risen from the ground, and the people are growing discontent.
LB advices you to first go to the dungeon of Despise. It's just northeast of Britain, and the entrance is next to one of the columns. He also gives you a map of Britain. Vasagralem, the gargoyle, informs you that the red and blue lenses were stolen from the Gargoyles. They were used to read the Codex of Ultimate Wisdom.
Don't miss the teleporter in Lord British's bedroom. It will transport you into the castle's laboratory, with a binding spell pentagram and several chests with all needed reagents.
In the west part of the castle is the weapons house. The Guard, Keller, can train you in one-handed weapons. He also gives some advices about weapons and armor. He also mention magically enhanced armor, and tells you about a fellow down in Trinsic who can make items out of Blackrock.
While in the Weapons House, don't forget to visit the jail. Just open the small gate and step onto the platform. In the jail room you should pay attention to the obviously lunatic prisoner in the far left cell.
Hehehe, now that's what happens to guys who gave us Ultima 8, right,
Richard? :-) Visit him every time you cleansed a shrine, he will change his speak pattern.
If you are looking for a nice weapon, just check out the maze in the castle's garden. If you get lost, here's a tip: move the camera to the top over the Avatars head, then change the camera distance and the FOV (default keys are Ctrl-Home and Ctrl-PageUp, to get back to the default view, use Ctrl-Ins). You can also climb the hedges and jump. In the center of the maze, you'll find a nice little weapon.
Well, it's time to look around in Britain. The first place is the cathedral. Amoranth, the abbot of the cathedral, tells you some news: the Empath Abbey, the Lyceum and Serpent's Hold have been destroyed. He also mention the Candle of Love, which was stolen. He also says that traveling to the remains of Empath Abbey at Serpent's Spine, east of
Yew, could be very dangerous, so this should not be your first sightseeing tour. Kimberly, a priestess, tells you that the Silver
Serpent was stolen by a pirate named Aria. Without the serpent, the monks can't make Serpentwyne. (you will find the serpent in a hidden cove in Buccaneer's Den).
NOTE: you can open the trapdoor in one of the cathedral's room. Just search the table in the serpents room for a key, open the door and search the room for a button.
Altomar, a wizard, tells you that Nico, the magic shop owner, went to
Cove and hasn't returned.
Hans, the lighthouse keeper at the southeast of Britain, tells you the lighthouses aren't working because they don't have the proper lenses.
You need to find the unpolished gemstones and take them to the gem cutter in Britain so they can be made into lenses. Once the gems have been polished, the ruby lens goes in the lighthouse in Buccaneer's Den, the emerald should be taken to Moonglow, and the sapphire belongs in
Trinsic
If you want to visit Paws, just went the south-west way from Britain.
You'll meet a blind seer, who has something interesting about your future to say. Not far from the seer is a burning farmhouse with a little boy trapped into it. Just put one of the water buckets on the fire and it will douse (you can also use the douse spell if you like).
The boy tells you that there are dangerous brigands around. The poor child has had his father killed and his mother kidnapped! She's been taken toward the mountains to the east of his farm.
NOTE: If you want to rescue her (good karma), follow the path into the mountain, just after the cemetery. You will find a small hut with a quite unfriendly man in it. Search for a lever, the man will attack you, kill him. The lever moved a stone behind the house. Follow the path to the east and kill all the brigands. Then talk to the woman and read the journal, it will lead you to a big treasure.
To get to Paws you must cross a wooden bridge guarded by a troll. He wants 10 gold pieces as a toll. You can give him the gold, try to irritate him (and quickly pass the bridge) or decline and kill him. But be careful, he is a tough one for an unexperienced Avatar.
In Paws, Bella at the windmill tells you that they can't get any fresh water because the valve on the windmill is broken, and no replacements have arrived. (NOTE: the troll has the missing valve, you must kill him first) Hayley, the healer in Paws says that there are too many sick people and not enough supplies. (NOTE: she can heal you for free) If she had some Serpentwyne, she could help a lot more of these people.
After visiting Paws, it's time to reconstruct the shrine of compassion.
Just head the eastern way from Britain. Just after the bridge, the shrine keeper, Sarah, informs you that the shrine has been corrupted and destroyed. To get to the shrine, just follow the path to the east. She also tells you the mantra of compassion, MU.
While following the path to the shrine, you will find one of your old companions, Shamino, although not in person. He informs you about the problems in Britain and the source of having the townsfolk lost their virtue.
The Shrine of Compassion direct you to find two things: the glyph and the sigil. It said that inside each dungeon near one of the strange columns is a Glyph of Corruption, and for every virtue, there is a sigil which embodies that virtue. So you have to go to the dungeon Despise to get the Glyph.
The dungeon lies north of the castle. Just follow the northern path where you have met Sarah. On your way you'll find the house of Iolo and
Gwenno, although Gwenno tells you that Iolo has been sent to the column by LB a long time ago and hasn't come back.
One nice little easter egg: Near the column and the entrance to Despise you can find a skeleton. This is the poor farmer, who was killed in the intro movie of the game.
Despise
~~~~~~~
Right after the entrance of the dungeon you'll find two citizens from
Britain (NOTE: the key to the locked door is in the crate). They tell you about a magical artifact, the Kiran Shield. Four Stones are necessary to get the shield. They also tell you that one of the stones is on a great pillar and one is behind a waterfall.
To open the next door you have to light the torch and you can go into the room with the great pillar mentioned by the two guys. To reach the top of the pillar you have to jump from the smallest one to the next bigger one and so on. At the top, grab the stone and push the button nearby.
Following the hallway you will stand before a small gap. You can either jump across it or step into it (there's nothing dangerous down there, don't worry). If you jump down, you will come to a fountain with a plaque
("Beware the offerings of the dark") Better do what it says, the fountain is poisoned. But if you touch the picture, it will disappear and gives you a Wyrm guard armor. The next room is a big pool. Just grab the bucket of water and put it on the on the western pedestal.
After a long hallway you will come to some kind of a weapons room. The leaver to open the door is behind the northern wall. (NOTE: there's a locked secret door. To unlock it, just touch the shield to the east).
You will come into a room with a fountain and a corpse. He carries a note: "Beyond the dining room wall lies the hidden wall". Sounds interesting.
In the next room you'll find a key in the rat's nest. It unlocks the door to an archery room. Just shoot the target to open the door to the next room. This room looks like a dining room, so if you search, you will find a moving wall and behind it a teleporter to a room with some spikes coming out of the floor. Just run, use the leaver and get into the next room to find the next kiran stone. (NOTE: you can unlock the chest next to the teleporter with a key you'll find on the wall at the dining room). In the next room you'll have to use the leaver to make the fountain disappear. Behind a secret door lies the button to open the door to the next room.
In the next room you can read the book. The lost key can be found in the small water pool. To jump over the fence you should move the barrels, climb on them and jump. Use the leaver to close the trap. The next room is some kind of a small chapel. You can lit the candles on the table to heal yourself.
In the next room you'll find a very unhappy, trapped thief. If you switch the leaver, he will thank you and give you another kiran stone.
NOTE: the stone can be found in the small box if the thief is being killed.
The key to the next room lies behind some bars, but don't worry. In the other room is a device ("attractor") to fetch the key.
Now you come to a cave with four small pillars. Put each of the Kiran stones on the right pillar (color). Unfortunately you don't have the last stone. Just read the book in the corner, and the cave will be opened.
NOTE: If you push the button on the fountain, a wall will disappear, revealing a rat and a Wyrmguard chest.
You have to swim to get into the next room. One of the citizens said something about a waterfall and the last Kiran stone, so search the pool for a switch. It will move a rock at the right from the waterfall. Just grab the last Kiran stone and swim back to the room with the four pillars to finally get the Kiran Shield!
In the last room after the waterfall room you will find the object you've come for, the bottom of the great column in a lava cave. But it is protected. A Wyrmguard named Ooli (nice anagram) is waiting for you, he seems to know a lot about you. After a short fight he will reveal his true identity to you. Big surprise! You can show compassion and spare him. (NOTE: it don't seem to change the plot if you kill him, but if he's dead, he can't teach you some archery skills and it's not a nice move for the Avatar of the virtues :-)
The path is free into the column. Let's get the glyph and get out! back in Britain
~~~~~~~~~~~~~~~
Just after you get out of Despise you will meet your old enemy,
Blackthorn, but you are rescued by a pirate named Raven. She wants you to talk with her boss, Samhayne. But just to be sure she wants to see one of the eight runes of virtue to have proof you're the true Avatar.
Well, it's time to cleanse the shrine. You already have the glyph, now you need the sigil, the heart of compassion. The shrine told you that the mayor has it. He has been going to Paws to search for his daughter.
In Paws go to the building at the south west to find her. Just rescue her from the two goblins. The mayor thanks you and give you the heart of compassion. Now back to the shrine.
Just put the sigil and the glyph on the shrine and watch the nice effects. Voila, the Shrine of Compassion has been cleansed! Maybe this will make the people of Britain stop looking down their noses and finally help those poor people living in the swamp. Don't forget to catch the rune, you need it to talk to Raven.
Go back to Lord British and report your success. His astronomers have noticed that something is wrong with the moons. He says he'll investigate it more.
Buccaneer's Den
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Other files from this game:
- Ultima 9 - Ascension document by System on 14/03/2006, 06:30
- Ultima 9 - Ascension document by System on 14/03/2006, 06:30
Keyboard layout - Ultima 9 - Ascension trainer by System on 14/03/2006, 06:30
- Ultima 9 - Ascension cheats by System on 09/03/2006, 09:50
- Ultima 9 - Ascension solution by System on 09/03/2006, 09:50
- Ultima 9 - Ascension hints by System on 09/03/2006, 09:50
- Ultima 9 - Ascension FAQ by System on 09/03/2006, 09:50






