FAQ/Walkthrough by Shirow

Version: Final | Updated: 06/04/02 | Printable Version

Ultima V -- NES

By Orochi K
(formerly known as Zoxea)

v Final
May 29, 2002

Mail me: kartelkertra <at> caramail <dot> com

Copyright 2001-2002, Orochi K. This is a free document and is intended to
be viewed on GameFAQs exclusively. You are not allowed to host this on 
another site, to rip off part of this guide or to try and make money out
of it. In other words, don't steal and don't plagiarise! I did not write
this guide just to have some imbecile steal it but to help people who are
stuck in this game.


Obviously, this is a FAQ/Walkthrough for Ultima V which is also known as
Ultima: Warriors of Destiny. Now, I don't know what happened but this game
really hurts and was a huge disappointment. Just because I wrote a guide for 
it doesn't mean I like it. :)

Anyway, I hope this FAQ is helpful to you and you find whatever you need
in here. I also tried something different other than the typical lay-out
of walkthroughs. As a matter of fact, I consider this to be more of a 
quick walkthrough with analysis and tips thrown in and it will take you to
the [lame] ending of the game.



The cluster of locations around Britanny Bay is probably the best place to 
start. Talk to everyone you meet for clues. Go out at night for 
monster-hunting, but not far from the towns - retreat to a town if you're in 
danger of getting killed. Look for Mantras and Words of Power. When your group 
attains third or fourth level, explore dungeons for loot. Buy ships, get a 
grapple, sextant, Black Badge, Spy-Glass, lots of Skull Keys and the Magic 
Carpet. Stock up on Mandrake Root, Nightshade and other reagents. Use the 
Black Badge and get the Crown and Word Of Power from the prisoner. 

While seeking one of the Shards, get the Mystic Armour. Get all the Shards and 
names of the Shadowlords. Learn what to do with the Shards. Destroy the 
Shadowlords and find their Keep. Get the Sceptre and Amulet. Complete all the 
Shrine Quests if you haven't already. Get the Sandalwood Box and stock up on 
supplies. Rescue Lord British. 


The keys to character development lie in the Shrines and in living up to the 
virtues. Don't take food or crops, kill innocent people or do other 
'unAvatarish' acts that will cost you points in a related Virtue and inhibit 
some characters from giving you clues. To boost Compassion, give one piece of 
gold to Beggars. Never lie or boast (say no when asked if you're proud of 
something, unless asked if you are the most humble). To boost Karma, complete 
a Shrine Quest, then return to that Shrine and give gold. People who will join 
the party are mentioned in the "TOWNES, CASTLES & KEEPS" section and in the 
TABLES. Release prisoners in Blackthorn or Yew. 


Slings and Bows will serve you well until you get Magic Axes. You can equip 
with more than one weapon, such as a Magic Axe and a Short Sword. A Bow is 
good until you get a Magic Axe. Don't forget you can fire missile weapons 
diagonally this time. Use them until the enemy is within arm's reach. Step 
back as the enemy approaches, and they'll move into better positions for you 
to hit them. Line your team up in a pair of columns, keeping missile weapons 
and Mages in the back. 


You will be able to reach most places by foot, horse or Magic Carpet. The In 
Por spell and the Grapple are essential for travelling, especially when 
seeking the Shards. The exceptions will require a ship or travel by Moongates. 
Avoid entering a location when Shadowlords are present. (You will get an 
audible warning; also, the trees will be bare of foiliage and the inhabitants 
will be reluctant to converse with you. By using a telescope at night, you can 
see the location of the Shadowlords). Some locations have locked doors or 
moats preventing entry during the night. You may have to wait until daylight, 
cross moats on the Magic Carpet, or find secret entrances. Inhabitants follow 
certain routines and will sleep, open or close shops, have lunch and so on 
only during certain hours. Generally it is best to "hole up" outside until 
morning. This also gives you an opportunity to revitalize spell points, heal 
and sometimes be visited by Lord British, who may reward you or caution you to 
follow a certain path to meet your goals. 

Barkeeps will give you useful clues for a price. If short of cash, save the 
game before you bribe a Barkeep; get the information, then restore game. This 
may not seem 'Avatarish', but in the early stages of the adventure you must be 
prudent at times! Secret doors are marked with white dots in the walls, but 
these are sometimes hard to see. A ship is needed to reach some places; 
consult the map before setting out for a new location to see if this is the 


This castle has five levels: four above ground and one below. Like most 
locations, it can be plotted on a 32 x 32 grid. On the Ground Level (near the 
stable), talk to Treanna. You may find items by searching the level below, 
where you will find an Armoury and items to be picked up by searching (but 
DON'T fight any Guards here!). And don't take anything from the locked room 
down there, since it belongs to Lord British. On one level above you may find 
an "orb" with which you may view the floor the way you would with a gem. 

On the second level above you will find Lord British's quarters (use a Skull 
Key to enter, or blow the door off with a cannon). Here lies the Magic Carpet 
at the entrance and a secret door that opens if you play the harpsichord. The 
secret door permits you to obtain the Sandalwood Box. (DO NOT SAVE THE GAME 
HERE!!). You may also meet Saduj, who may offer to join you. (DON'T let him - 
he may cause you to lose the Sandalwood Box). In this room you can also go 
through the fireplace to a secret place. Going through fireplaces costs you 
hit points so be sure you can take a few hits coming and going. The stairway 
in Lord British's quarters leads to an Observatory with a telescope. Don't go 
to the roof unless you have Skull Keys. 


The Towne of Compassion has an Inn and an Armoury. There are sleeping 
quarters, terrace and a balcony on the upper floors. Talk to Anon, Greyson, 
Terrance and Guenno. 


Here there is a Healer and a Shipwright. Plans for the HMS Cape, which permit 
faster sailing aboard frigates, are in one of the drawers in the Shipwright's 


There is an Inn, a Stable and a small garden. A little north of the entrance 
is a tree stump with three gems. Talk to Joshua and Leof. 


Here you will find two gardens, a Tavern and a Graveyard. The gravestones have 
humorous epitaphs if you have the patience to decipher them. Some graves yield 
corpses and loot if searched. 


Located on an island west of the southern tip of the Isle of the Avatar, the 
palace is surrounded by a moat. You must be equipped with the Magic Carpet to 
avoid some of the trap doors inside. Hug the walls when going through the 
palace, because the traps are normally centered away from the walls. If 
captured by guards you will be taken to Blackthorn, asked to reveal the Mantra 
of a Shrine and whether you do or don't, the second man in your party will be 
tortured and killed. It is best to avoid detection. There are three levels 
above and a basement level from the ground floor. On the top level in the 
centre of the grid you will find the Crown of Lord British. When worn, it 
protects you from magic spells. You can avoid being captured by knowing the 
password and wearing the Black Badge. If captured after obtaining the Crown, 
you can escape in the following manner: In the dead of night, go to the down 
ladder at the northern central part of the Top Level. Go down to the bedroom 
and south to the wall and search for the secret door. Take the down ladder on 
the other side of the door, then search north for another secret door. Take 
the down ladder on the other side of the door and you will be on the Main 
Level. Go directly north through the triple doors, and the Magic Carpet will 
get you over the stream. 


On the Upper Level, you will meet Dupre and Sentri, a pair of Fighters you 
should chat up. Talk to Sir Simon and Tessa for valuable information; an 
Armoury is available. 


This location has a Guild, Armoury, an Inn, a Tavern and a Shipwright. Talk to 
Scally. You meet Geoffrey, an old friend who wants to join you. Sven gives a 
clue on where to obtain a glass sword. (It's a powerful weapon but 
disintegrates when used, so it may not be worth searching for). You can get 
information on a grapple for a drink for a woman. 


Cove is southeast of Locklake and may be reached from there. You may purchase 
reagents and obtain healing here. Speak to the Sisters of Virtue about Tibse. 
Ambrose (around midnight at the Healers) will speak to you of the Mystic Arms. 


Talk to Sin'Vraal for the name of a Shadowlord. 


There are three levels: the first has a Healer, the second a balcony with the 
Flame of Love. Toshi, a student will offer to join you. Talk to Tim. Converse 
with Lord Michael (and say 'grapple'). Cory will give free food if you ask for 
'squid' or 'shark'. Julia offers to join you. The third level is just a walk 
around the perimeter where you may find Tim at times.


In Farthing you may learn a spell from Temme and get a spyglass from Lord 
Seggallion if you answer "VIRTUE". Talk to Quintin. 


This is the lighthouse on the island just south of Brittain. Jotham will speak 
of the Underworld. 


This lighthouse is on a peninsula South of Trinsic. Here you will find Sir 
Arbuthnot, the royal coinmaker. David the Keeper will provide you with a 
sextant when you ask about it. Talk to Lord Kenneth, who will teach you to 
play the harpsichord. Be sure to search, for you will find five gems, 50GP and 
a blue potion. 


Just a small hut and a graveyard occupy this small island. At 9:00am, a young 
mage, Sutek, arises and reveals the secret of destroying the Shadowlords. 
Check out the small graveyard for messages. 


There are two levels, the second consisting mainly of sleeping quarters. The 
first level has an Inn, a Tavern, an Armoury and a Shipwright. You may obtain 
a magic axe outside the walls to the East, but must first find the secret door 
in the Northeast section on the main level. Talk to Thorne and the bewildered 
Mage who speaks and responds to "backward" words. (Ask for a "Word of Power", 
but spell it backwards - "Drow of Rewop", then say "Dratsed"). Searching will 
net you food, torches and a scroll. 


This Keep houses the Flame of Truth and has three levels. On the first level 
is a stable. She also tells how to find a Shrine. On the second level, talk to 
Mariah in the Healer's Room during the day. There is a Library and a Tavern. 
Talk to Lady Janell, Rollo and Lord Shalineth. The third level has a Healer 
and the Flame of Truth. Sir Sean will explain how to get to Stonegate, the 
fortress of the Shadowlords. Search for items. 


Some buildings on Minoc have second levels with sleeping quarters and items if 
you search for them. The ground level has a Healer (who does not charge for 
her services), a Shipwright and an Armoury. Follow Shenstone at noon. He leads 
you to a place where you can find keys. Rew reveals a Mantra and more useful 
information. Talk to Tactus, Fenelon and Fiona. 


The towne of Honesty has second levels where you can search for items, plus a 
telescope. The ground level has many items, an orb for viewing, and a shop 
selling reagents. You may also purchase rations here. Talk to the man in the 
tower. Malifora knows a Word of Power and a Mantra. 


Ron Wartow has a Mantra. Katrina will offer to join you. Talk to Kaiko. 


The gates to Paws are closed at night. You will find a Guild, Inn and Tavern. 
Glinkie tells how to find a Shrine. Talk to Bandaii (if you know where to find 
the talking horse). Stables hold a clue to the wishing wells. 


The gates open at 5:00am at this Bastion of Courage. Here you will find the 
Flame of Courage. An upper level has a large dining room. Kristi the cook will 
sell you five Skull Keys. Talk to Lord Malone, Monsieur Loubet and Gardner. 
Maxwell, a sleek Fighter, offers to join. A sub-level in Serpent's Hold 
contains the Flame of Courage. If you fall down a trap-door and appear to be 
closed in, search for secret doors. 


The towne of Spirituality has a drawbridge that is raised at midnight. Here 
you will find an Inn, a Healer and a Shop selling reagents. Kindor reveals a 
Mantra. Talk to Saul about Mandrake and Nightshade. A wizard on the upper 
floor of the centre building (after you defeat the bats) will answer to the 
word "OPPRESSION". If you provide him with a name he will send you to Windmere 
to see Elistaria and give you the password. Find and talk to the child in 
town, son of a prisoner in Yew. 


See the paragraph on the SHADOWLORDS & THE SCEPTRE. 


A lighthouse located Southwest of Minoc, this has three levels and two 
inhabitants. Information is scarce, but try anyway.


On the upper level you will find sleepwalkers. Sindar gives a Word of Power. 
There is a Stable, a Healer and an Armoury. 


A three-level lighthouse off the West coast of Verity Isle, this may not yield 
any information. 


Elistaria, in response to "IMPERA", gives you a badge that, if worn, helps you 
in Blackthorn's Palace. She also says Thrud will provide you with jewelled 
weapons for the resistance password. 


The towne of Justice closes its gates at night. Search the cemetery graves 
for items. There is a Tavern, an Armoury and a Reagent shop on the ground 
level and quarters on the lower level. Janna will offer to join you. Ask 
Landon about the Crown. To reach the lower level, go through one of the 
fireplaces. Chamfort will tell you of resistance and a Mantra. If jailed, you 
will be taken to the cells behind Judge Dryden's office and should talk with 
Jerome. In another cell you will meet Felespar. Give him the password of the 
resistance, and he'll give you a Word of Power. Ask Judge Dryden of the 
oppression. Tell him Tactus of Minoc sent you. Tell Greymarch that Froed is 
well, and he tells of the Sceptre. 


You may be able to defeat the Shadowlords in battle, but they will return 
unless you get rid of them permanently. To accomplish this you must first 
learn their names, obtain the Shards of Cowardice, Falsehood and Hatred from 
the Underworld, and finally destroy them at the Flames of Courage, Truth and 
Love. At the flames you must yell their names and, when they stand in the 
flames, use the Shards to destroy them. The Lords of the three locations of 
the Flames will reveal to you the names of the Shadowlords. Use each Shard in 
the Flame of the opposite alignment. The Shadowlord must be standing on or in 
the Flame, positioned so he's due North of your character and his icon is 
covering the Flame's icon. 


Do not attempt to acquire the Sceptre until you have eliminated the 
Shadowlords. Stonegate, the Shadowlord's fortress, is located at EK JE. Just 
North of the Sceptre is a trap-door that leads to certain death; equip the 
Magic Carpet before entering. A leather-winged abomination guards the 
entrance. The answer to his riddle is "WELL" but even if you answer correctly, 
he will still attack you. 


The Shards are located in the Underworld, which may be reached by dungeons. Be 
equipped with the Magic Carpet. The Shard of Hatred is reached by either 
dungeon Wrong or Covetous. Falsehood is reached from Deceit, and Cowardice 
from Hythloth. The In Por spell (Blink) and the Grapple are needed for this 


To descend in Wrong: Yell the Word of Power at the entrance. At the exit, head 
South into a room. Kill off monsters, then descend to Level 2 via the ladder 
in the middle of the room. Move South SIX times, then West FIVE times to the 
ladder leading Down. (Watch out for the pit trap and force field). 

Descend to Level 4, then go South SIX times and take the ladder Down to Level 
5, where you may heal at the fountain by going through a secret door North of 
you, then go West ONCE and North TWICE. 

The other fountain, TWO spaces East, is poisonous! From where you entered 
Level 5, head South TWICE then follow along either East or West until you 
reach a chance to go Down, making sure to destroy electric fields in your way 
(use An Grav spell or the Sceptre), then descend to Level 6. 

Wear the crown (to ward off Wisps as you enter Level 8). On Level 6 move East 
(or West) TWICE, then North TWICE and descend to Level 8. On Level 8 move 
North TWICE, East ONCE, then face North to reveal a secret door. Go through 
the secret door and West THREE spaces to a healing fountain. Going East all 
the way, then South all the way will bring you to the exit to the Underworld. 
Be prepared for battles, electric fields and bomb traps. 

In the Underworld, go South on the path to the fork, then go East on it for a 
short while before heading South again. At the next fork, move South. At the 
next fork, go West and look for a gap in the High Mountains to your East. Find 
it and begin climbing East, following the path of low mountains between the 
High peaks. View the gem and you'll see a glen in the middle of some 
mountains; this is the Shard. Keep climbing until you reach it. 


To descend in Deceit: At the entrance yell the Word of Power. From the exit of 
the dungeon, go North through a secret door to the ladder leading Down, then 
descend to find a healing fountain (you'll neeed it after battling the Daemons 
on the next level). Go due South down a hallway and take the ladder Down to 
Level 3. 

You're now in a room filled with Daemons, where a force field blocks the 
middle of the room (dispell it). Take the ladder Down at the other end of the 
room to Level 4. Climb Down again to Level 5. Go West THREE times from the 
ladder, then due South and take the ladder Down to Level 6. Go West ONCE and 
search for the pit trap (in the middle of an intersection). Find it, step on 
the spot where it is and go North to take the ladder Down to Level 7. 

Go West into the room and exit it to the North. Go North to the wall, East 
ONCE, North TWICE to a ladder Down to Level 8. Go South FOUR times from the 
ladder to the intersection, move East TWICE, then face South. Go South through 
two rooms (behind some pillars in here are some Dragons, which can be killed - 
but you can't get their treasure; also watch for a trip that releases some 

Now enter the next room South to the room with 5 Black Squares in a wall (in 
the middle of the room) and a ladder Down on the other side. Take a Torch in 
the upper right-hand corner, walk into the space formerly occupied by the 
torch and push on the East wall there. (On the way out, however, push the WEST 
wall in the LOWER LEFT-HAND CORNER!). This allows you to access the first 
block, where you'll defeat a monster. Push on the West wall there to open a 
block to the East. Defeat the monster, enter the block he occupied and push 
the East wall. That opens a wall to your West, where you enter another block 
with a monster. Kill him, enter his space and push the West wall. That exposes 
the block furthest to the East and releases the Dragon. (Try to use 
Morningstars or spells on him before you release him). 

Go all the way Down to the space he occupied and push the East wall. That 
releases the other Dragon. Kill him, then go East ONCE from the space he 
occupied and push the South wall to open a wall so you can access the ladder 
Down on the other side (but on the way out, push NORTH, not SOUTH!). Take the 
ladder to the Underworld. (On the way back out, push on the WEST wall in the 
LOWER LEFT-HAND corner to open the wall. Then follow the previous directions, 
except in the previously noted exceptions). 

In the Underworld: You begin at (5) on the provided map). Go Southwest over 
lots of mountaintops until you reach some large caves. Then head Southwest to 
a major intersection, where you turn Northwest and go Northeast at the branch. 
Go North a long way, until the path switches West, through some rocky hills to 
the Southwest and finally you will come to a lake. Look for the river that 
flows South. Jump on the Carpet and take a ride down the rapids to find the 
Shard on a small island. 


To descend in Hythloth: From the exit, descend to Level 7. On Level 7, move 
South TWICE (through a secret door), West ONCE and UP to Level 6. On Level 6 
move West TWICE and Down to Level 7. On Level 7 move South TWICE, East ONCE, 
South TWICE, then East FOUR TIMES through a secret door. On Level 8 move West 
THREE TIMES to the Underworld exit. (Mystic Arms are found near the Underworld 
Exit in Hythloth). 

In the Underworld: Carry lots of gems. Go to a clearing due South (as far as 
you can go on foot). "BLINK" into the clearing to the West, then go Northwest 
as far as you can walk and view a gem. "BLINK" into the clearing to the North. 
Then go North and "BLINK" over more mountains. Move West and "BLINK" across 
more mountains. Go North and "BLINK" again. Head Northwest to the clearing, 
where you'll find the Shard. 


The Amulet is located in the Underworld (go through the dungeon Destard, then 
Southwest, using the Magic Carpet to avoid the poisonous area), among the 
Graves of Valiant Warriors (near OE GJ). (See Underworld Map). 

To Descend Dungeon Destard: 

You don't HAVE to enter through the dungeon: just follow the journal of Lord 
British's last trip in the manual. But you should exit through the dungeon by 
reversing these directions. 

Yell the Word of Power. 

From Level 1, head: S - S - E - E - E - E - S - S - E - E - E - E - S - S then 
descend to Level 2. 

From Level 2, head: S - S - E - E - E - E - S - S - E - E then descend 
(through Level 3) to Level 4. 

On Level 4, head: N - N into a room and fight off the monsters. Then take the 
grate down to Level 5. 

On Level 5, head: S - S - E - E then descend to Level 7. 

On Level 7, head: N then E into a room and exit N - N - W - N - N into a room, 
then descend through the grate to Level 8 (after a battle!). 

On Level 8, you may DES POR to The Underworld or travel to the exit. Either 
way, you will have to fight your way through two rooms when you re-enter the 
Dungeon. The exit to the Underworld (from the ladder) is: S - S - S - S - S - 
S - W - W - S - S - W - W - S - S - S to a room entrance and enter. (Demons 
and Wisps are in here). 

When exiting from this room, take North, East or West exit if going to the 
surface. If headed for the Underworld, go South, use any weapon and hit the 
torch in the middle to open the South exit and turn that half of the room into 
a lava field. (You'll need a high-level party to survive this and the next 
room). Then exit South and move South to the ladder to the Underworld. 


Here you will finally meet and rescue Lord British. The dungeon is located at
the exact centre of the Underworld and is reached by descending through 
Dungeon Shame. Use the Amulet to get through the dark area to Doom. You must 
have the Crown, Sceptre, Amulet and Word of Power for Doom. You also need the 
Sandalwood Box. 

To Descend Dungeon Shame: 

Yell the Word of Power. At first you appear to be locked in, but by attacking 
rocks on the Southern edge of the level with magic axes, you'll eventually 
reveal a Southern exit. 

Go through the exit and take the first corridor on your left. Follow it around 
to the descent to Level 7. A sign will inform you that this is the "deepest" 

On Level 7, go: S - S - S - S then descend to Level 8. 

On Level 8, go: W then DES POR to the Underworld. The exit, if you care to 
find it, is (from your entrance on Level 8): W - W - S - W - S - S - E - E - E 
through a secret door. 

To find Doom, travel East as far as you can go, then "BLINK" to the Grassy 
Plain. Cross the water on the Magic Carpet. 

You must have already killed all the Shadowlords before entering Doom. Also 
required are the Crown, Sceptre and Sandalwood Box. UP and DOWN Spells cannot 
be cast here, so you can only exit by saving Lord British or by being killed. 
Rings of Invisibility don't work well here. It helps to wear the Crown. 


LEVEL ONE Exit the room at (a) by walking up to the edge of the West wall and 
using the Sceptre, which clears out the walls. Follow the hall to the ladder 
down at (b). 

LEVEL TWO From (c), walk to (d) and take the ladder down. 

LEVEL THREE From (e), go due East through the secret door and East to the room 
at (f), where you can go down. 

LEVEL FOUR You emerge from level Three at (g), but continue down the ladder to 
level Five. 

LEVEL FIVE AND FOUR You emerge at (h) and go East, then climb up the pit at 
(i). You'll be at the top of the '+' sign-shaped area (j) on Level Four. Go 
South and search for the pit (k). Climb down the pit, and you'll be in the 
East/West corridor on Level Five. 

     If you look at a gem, this area looks like a giant grid, with endless 
hallways in each direction. Right now you are in between intersections. 
(You're about to get bounced around between levels a few times here). There 
are pits going up at the intersection in this area. Go east to the first 
intersection, turn North and take the first pit that goes up between 
intersections (this is NOT shown on the maps). You should come out at (m) on 
Level Four. 

     Search for the pit at (l) in the area's Southwest corner, which takes you 
to a ladder that goes down through Level Five and drops you off at (n) on 
Level Six. 

LEVEL SIX Go West from (n) to the room at the junction, then move North to the 
ladder and go down. 

LEVEL SEVEN From (o), go North to the room in the middle of the hall. Don't 
just pass through. You must slay all monsters in the room. A Fear Spell - 
followed by a Tremor or something like that - does wonders here. Be SURE to 
wear the Crown here. After wiping out the fiends, collect all their stuff. 
From a sandtrap in the centre of the room, you'll find a chest. Open it, take 
out everything, and a ladder appears under the chest. Go down this ladder. (If 
you've taken extensive damage, leave the room and heal first). 

LEVEL EIGHT You emerge in a room (p) divided by a river. Kill off the Dragons 
and Sea Serpents (a Fear Spell works well here, too). To cross the river, you 
must activate a trip mechanism in the upper left corner of the room. Use a 
magic axe, spears or a throwing axe and hit the wall in that section. It's 
left of the two waterfalls. When you hit it, the bridge is lowered so you can 
cross the river. This also releases some monsters, but you can just race 
across the bridge if you don't want to fight it out. Go West and climb the 
ladder to (q) on Level Seven. 

LEVEL SEVEN In the room at (q), you want to go South but there is no exit. So 
wipe out the monsters and push on the wall near the grate to activate the 
trip, which exposes a section of wall to the North. From where the grate is, 
go to the section of wall just revealed and push on it, which opens an exit to 
the South. After going South, search for a trap at the end of the hallway. 
This pit trap takes you down to (r) on Level Eight. 

LEVEL EIGHT Go West from (r) and climb up the ladder to (s) on Level Seven. 

LEVEL SEVEN From (s), go West and South, searching for the pit trap on the 
corner. Go around this one, search again and take the next pit trap (t) down 
to (u) on Level Eight. (Be sure you're wearing the Crown before going down the 

LEVEL EIGHT On the island (u), first wipe out all the monsters. Choose one 
character to go to the Northern section of the room, which appears to contain 
an exit. After the exit seals itself off, someone should push around on the 
little niche up in the walls of the room's Northeast corner. There's a trip 
that opens an exit to the East. Go East to (v) and climb up the ladder to (w) 
on Level Seven. 

LEVEL SEVEN In (w) is a giant brazier. Do not hit or push the brazier (unless 
you enjoy being engulfed in hot lava!). To deal with the Daemons on the other 
side of the barrier, use the Sceptre to chew it away. (If you're wearing the 
Crown, the Daemons can't harm you). Then walk through and bash the monsters. 
(Or you can stand near the wall and attack them with a Morningstar, though 
this would take a long time). Exit to the East, but search before you get to 
the end of the hallway to avoid falling into a trap. After searching, you can 
go down the pit to (x) on Level Eight. 

LEVEL EIGHT: FREE AT LAST! This room (x) has no exits. Walk up to the mirror. 
(Hopefully you brought the Sandalwood Box!). Enjoy the ending! If you really
have been able to play the whole game, you really have a lot of guts! :)


This section deals with the game lists so you can find what you are looking
for very quickly. The Game Genie codes have been verified by myself.


Name --- Location - Words of Power 

Covetous | BL JM | AVIDUS
Deceit - | EJ PA | FALLAX
Destard- | KI EI | INOPIA
Despise- | ED FL | VILIS
Wrong -- | BE HO | MALUL
Hythloth | PA OP | IGNAVUS
Shame -- | GG DK | INFAMA
Doom --- | HA HA | VERAMOCOR 


Falsehood - FAULINEI
Cowardice - NOSFENTOR
Hatred ---- ASTAROTH 


Falsehood - FA MA
Cowardice - LA LI
Hatred ---- EB IC 


Truth --- LYCAEUM


Spyglass -------------- Farthing (Lord Segallion)
Badge ----------------- Windemere (Elistaria)
Jewelled Sword/Shield - Windemere (Thrud)
Magic Carpet ---------- Lord British's Chambers
Sin'Vraal's Hut ------- DA, MJ
Sandalwood Box -------- Lord British's Chambers (behind secret door, after 
                        playing harpsichord)
Talking Horse --------- Iola's barn (NA LA)
HMS Cape plans -------- East Brittany
Stonegate ------------- EK JE
Blackthorn's Castle --- Isle of Avatar, southern tip
Harp lessons ---------- Greyhaven (Lord Kenneth)
Crown ----------------- Lord British's castle, top level
Sutek ----------------- Marshe Island in middle of ocean
Grapple --------------- Empath Abbey (Lord Michael)
Sextant --------------- Greyhaven (David)
Sceptre --------------- Stonegate
Skull Keys ------------ Serpent's Hold (Kristi), Minoc (can get 5 a day from 
                        NW tree)
Nightshade ------------ JF CO (Midnight only)
Mandrake Root --------- DG LG (Midnight only)
Glass Sword ----------- FA EA
Amulet ---------------- OE GD (Underworld)
Mystic Arms ----------- OL NF (Underworld: from Hythloth in lava, North 
                        across peaks)
Ararat (Ark)* --------- CJ CC (Underworld) 

* Ararat is the only place in the Underworld that has an occupant. The person 
there will join you and is useful because he casts fairly high level spells. 


Resistance - DAWN
Oppression - IMPERA 


You must visit a Shrine, then the Codex, then the Shrine again, in order to be 
rewarded with an increase in attributes. After visiting all Shrines, you will 
be given an important clue (the Word of Power for the Dungeon Doom). The 
waterfall at IK DG will take you to the Underworld if you are on the Magic 


Honesty ---- | EJ OJ | ahm
Compassion - | FM IA | mu
Valor ------ | OF CE | ra
Justice ---- | AL EJ | beh
Sacrifice -- | CN MN | bah
Honor ------ | MP FB | summ
Spirituality | BD KF | om
Humility --- | NI OH | lum 


Yellow - Heal
Green -- Poison yourself (Immunity to death, but rarely works)
Orange - Sleep yourself
White -- X-Ray vision
Black -- Invisibility
Blue --- Awaken yourself
Purple - Turns you into a rat
Red ---- Tures poison 


In Xen Mani - Creates food
Rel Xen Bet - Changes into a rat
An Ylem ----- Vanish 


When a Moongate disappears, you can search and find a Moonstone. these may be 
carried, and when used at any (grassy) location, will establish that Moongate 
at that spot. It is advisable to take one or more of the Moonstones from gates 
that are not absolutely necessary, because you can travel to the location by 
other means. For instance, it would not be wise to remove the Moonstone from 
New Magencia. Good candidates are the stones near Brittany Bay, Yew or 
Trinsic, because these locations are easy to get to by Magic Carpet. 


Gate - Vicinity -- Activation --- Lat./Long. - 1st - 2nd - 3rd 

1 | Moonglow --- | New Moon ------ | IF/OA | - 1 -- | 2 | 3
2 | Britain ---- | Crescent Waxing | GG/GA | - 4 -- | 5 | 6
3 | Jhelom ----- | 1st Quarter --- | OA/CG | - 7 -- | 8 | 1
4 | Yew -------- | Gibbous Waxing- | CF/DC | - 2 -- | 3 | 4
5 | Minoc ------ | Full Moon ----- | BD/KG | Shrine | 6 | 7
6 | Trinsic ---- | Gibbous Waning- | MC/GI | - 8 -- | 1 | 2
7 | Skara Brae - | Last Quarter -- | HO/BH | - 3 -- | 4 | 5
8 | New Magencia | Crescent Waning | KH/LL | - 6 -- | 7 | 8 


Unlimited items ---------------------------- SUSTXSVS

Wayferer Inn is free ----------------------- AAEZIPZL

Sulfurous ash is free ---------------------- AEUZPAPA

Ginseng is free ---------------------------- AEUZGAZA

Garlic is free ----------------------------- AEUZYAZA

Tym Scroll is free ------------------------- AEUXIAGT

Spellbook is free -------------------------- AEKZAAVP

Spidersilk is free ------------------------- AEUXZAGA

Black Pearl is free ------------------------ AEEZYALA

Bow is free -------------------------------- AAEXIELG

Wooden shield is free ---------------------- AAEXZEPP

Dagger is free ----------------------------- AAEZGALA

Short Sword is free ------------------------ AAEZYEAZ

Crossbow is free --------------------------- AAOZAAVP

Arrow is free ------------------------------ AAOZTAPA

Bolt is free ------------------------------- AAOXPAZA


Well, no real last note. If you have something to ask about this guide, just
e-mail me bu put "Ultima" in the subject line. However, don't bother to send 
me new stuff to add to the guide because it has reached its final version and 
I will not update it anymore.


v 1.0 - December 10, 2001
First public version. % done: 100.

v Final - March 1, 2002
Last revision. There will be no more updates, so please do not bother to 
send me contributions.

v Final - April 2, 2002
Edited some stuff. Also changed my contrib name.

v Final - May 28, 2002
Small update (nothing to do with the actual content).


I would like to thank Video Game Strategies for supplying the Game Genie Codes
for this game.

Thanks also to GameFAQs for putting up this guide.

And thank you for reading. I really can't believe you had the courage to
beat the game! :)

Copyright 2001, Orochi K. This is a free document and is intended to
be viewed on GameFAQs exclusively. You are not allowed to host this on 
another site, to rip off part of this guide or to try and make money out
of it. In other words, don't steal and don't plagiarise! I did not write
this guide just to have some imbecile steal it but to help people who are
stuck in this game.

                                   - EOF -