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    FAQ/Walkthrough by ASchultz

    Version: 1.0.0 | Updated: 09/24/09 | Printable Version | Search This Guide

    Ultima: Warriors of Destiny (NES) FAQ/Walkthrough
    version 1.0.0 by schultw.andrez@sbcglobal.net (anti spam spoonerism)
    
    Please do not reproduce this FAQ for profit without my prior consent. If you 
    write a polite e-mail to me referring to me(and this FAQ) by name, then I 
    will probably say OK. But if I ignore you that means no--and I am bad about 
    answering e-mail. Sorry.
    
    Please refer to my maps on GameFAQs to be able to see your way around better. 
    This FAQ was made to work in conjunction with them.
    
    ================================
    
                OUTLINE
    
      1. INTRODUCTION
    
      2. CONTROLS
    
      3. STUFF
    
        3-1. SIMILARITIES
    
        3-2. HOW TO GET IMPORTANT STUFF
    
        3-3. STORES
    
        3-4. EXPERIENCE AND COMBAT
    
        3-5. PARTY MEMBERS
    
        3-6. SPELLS
    
        3-7. MISCELLANEOUS
    
          3-7-1. SHRINES AND VIRTUES
    
          3-7-2. MOONGATES
    
          3-7-3. DUNGEON LOCATIONS
    
          3-7-4. ITEM LOCATIONS
    
      4. WALKTHROUGH
    
        4-1. CHARACTER CREATION
    
        4-2. THE RESISTANCE
    
        4-3. BORDERMARCH
    
        4-4. TRINSIC, A BOAT, AND PARTY MEMBER #3
    
        4-5. MORE FUN WITH SAILING AND MANTRAS AND WORDS
    
        4-6. GRAPPLE, SCEPTRE, MINOC, AND A REAPER
    
        4-7. COVETOUS AND THE MYSTIC ARMS
    
        4-8. MOONGLOW AND THE DUNGEONS THERE
    
        4-9. COMPASSION, WRONG, JUSTICE
    
        4-10. HONOR, VALOR AND DESTARD
    
        4-11. SPIRITUALITY AND HYTHLOTH
    
        4-12. THE CODEX, THE SHADOWLORDS AND THE RETURN
    
        4-13. SHAME
    
        4-14. DOOM
    
      5. CHEATS
    
        5-1. BASICS
    
        5-2. TELEPORTING AROUND
    
      6. VERSIONS/CREDITS
    
    ================================
    
      1. INTRODUCTION
    
    Ultima: Warriors of Destiny (WoD) is a port of the far superior classic game 
    Ultima V for the Apple and PC. It's got most of the same critical characters 
    and the same goals, but it's too slow, the conversations are silly, and the 
    plot did get mauled in order to fit a critical conversation in. This game 
    also manages to put together two things I revered--the NES and the Ultima 
    series--and make them kind of, well, totally suck. Way to go, sort of, I 
    guess!
    
    Still, this game needed a guide. The one up on GameFAQs does a great job of 
    summarizing, vaguely, how to win the PC version, and it drops in a few Game 
    Genie codes. But it doesn't tell important things--the main one being that 
    talking to people is necessary to get the real info from others. Whom to talk 
    to, and the best people to talk to first, make the bulk of Ultima V's 
    challenge, and so a walkthrough should contain that, as well as a recommended 
    order.
    
    If you haven't played Ultima V, I'd recommend doing so after this game, 
    because it's a MUCH better game than on the NES. You can see what it was 
    meant to be.
    
      2. CONTROLS
    
    Ultima V was complex on the PC and NES, with a lot of keys for a lot of 
    things. It's tricky here, and knowing where controls might get bogged down in 
    advance can save you in combat.
    
    One thing I didn't note for a while is that you can move diagonally. This is 
    part of the reason why the game is so slow, and it's really rather useless 
    except when you obviously need it in a dungeon.
    
    Time passes quickly if you stand still in the game, so be sure to open the 
    context menu push A or B if you need to pause the game. Of course, you may 
    need to wait for an event, or for night or morning. Night and morning aren't 
    much different, except the outer squares of the display turn dark at night.
    
      3. STUFF
    
        3-1. SIMILARITIES
    
    If you have played Ultima V on the Apple or PC, congratulations! You are in 
    the Advanced Class. You will know a lot of the mantras and the general world 
    layout. The first will not help you out with the game, because you need to 
    know who is where--though you may recognize the names of who knows which 
    mantra.
    
    The second will. Towns are in roughly the same spots, and while the castles 
    are whittled down to 24x24 1-level affairs, the roads plus knowing what's 
    where make travel easier. Shrines are in roughly the same spot, too.
    
    Stuff that's different on the map:
    
    --Britannia does not wrap. It has edges.
    --no separate bigger "inside" areas for towns. The world is continuous.
    --Skara Brae is connected to land.
    --Serpents Hold is connected to land.
    --Jhelom is connected to Dasterd, which is on the island where the Shrine of 
    Valor was.
    
    Moongates??
    
        3-2. HOW TO GET IMPORTANT STUFF
    
    Sometimes it's not stuff you need but information. You can't just know it, 
    either. The game records if you've talked to the right person. It should be 
    automatic to ask people about everything.
    
    Malifora(Moonglow) -> Honesty Mantra
    Greyson(Lord British) -> Compassion Mantra
    Thorne(Jhelom) -> Valor Mantra
    Jeremy(Yew) -> Chamfort(Empath Abbey) -> Justice Mantra
    Rew(Minoc) -> Sacrifice Mantra
    Gruman(Trinsic) -> Honor Mantra
    Kindor(Skara Brae) -> Spirituality Mantra
    Wartow(Magincia) -> Humility Mantra
    
    WORDS OF POWER
    Annon(E of Lord British) -> Despise
    Resistance passwords needed for all others
    Malifora(Moonglow) -> Deceit
    Goeth(Jhelom) -> Destard
    Felespar(Lord British) -> Wrong
    Fiona(Minoc) -> Covetous
    Sindar(Trinsic) -> Shame
    Hassad(Blackthorn) -> Hythloth
    
    USEFUL ITEMS
    Kristy sells skull keys (who else does?? 
    trinsic/magincia/bucden/moonglow/jhelom??)
    Kenneth(Paws) -> Sheet music -> (play in Lord British's) -> Sandalwood Box
    Bidney(Buccaneers' Den) -> Lord Michael(Empath Abbey) -> Grapple
    Lord(Serpents Hold) -> Horn(Cowardice)
    Lord Michael(Lycaeum) -> Horn (Falsehood)
    Lord Malone(Lycaeum) -> Horn (Hatred)
    
    LESS USEFUL ITEMS
    Tactus(Minoc) -> Dryden(NW Hut) -> Flain(Skara Brae) -> Elistara(Magincia) -> 
    Badge (for the Oppression)
    
    (paws) ?? Cat's Lair: food 2 torch 3 yellow potion 15 blue potion 25 
    lockpicks 30 spellbook 200
    
    Glass Sword is at 04N01W, or 8e,5b.
    
        3-3. STORES
    
    HEALING
    Cure 25, Heal 50, Resurrect 250
    This is a rip off job and you're better off getting everyone killed or having 
    lots of food/cure poison spells
    
    REAGENTS
    Healer's Herbs: Ash 1 Ginseng 2 Garlic 2 Spidersilk 4 An Tym 100 Spellbook 
    150
    Yew: Seaman's Shore: Food 2 Torch 3 Oil 5
    Paws: Cat's Lair: Food 2 Torch 3 Yellow 15 Blue 25 Lockpicks 30 Spellbook 200
    Skara Brae: Local Alchemist: Ash 1 Ginseng 2 Moss 5 Pearl 3 Mani 250
    Moonglow: Moss 8 Nightshade 10 Mandrake 15
    Dendra gin 2 gar 2 pearl 3 silk 4 talismen [sic] 75
    
    ARMS
    Buccaneers' Den: dagger club leather
    
        3-4. EXPERIENCE AND COMBAT
    
    Only you get experience. Your cohorts are stuck at the level they start at. 
    This affects the spells they cast.
    
    You also don't get hit points for the next level--just ability to cast better 
    spells. Since spells aren't too important, don't worry too much about this. 
    You lose half your experience if you get killed, which amounts to a level.
    
    Next Level|Exp
    ----------+------
    2         |512
    3         |1024
    4         |2048
    5         |4096
    6         |8192
    7         |16384
    8         |32768
    
    20 for taking an item in a chest
    50 for taking a pile of gold
    8 points each time you hit something
    
        3-5. PARTY MEMBERS
    
    Name    |ST|DX|IN|LV| ITEMS
    --------+--+--+--+--+---------------
    Shamino |14|15|15|05|cloth armor, wood sheild, sword, start/LB
    Iolo    |15|15|10|04|cloth armor, bow, start/LB
    Gwenno  |11|15|14|05|cloth armor, Iolo's Bows(LB)
    Dupre   |30|10|11|05|cloth armor, Bordermarch(entry)
    Mariah  |11|17|15|05|cloth armor, Moonglow Inn
    Katrina |11|15|12|04|cloth armor, Magincia
    Johne   |14|14|14|04|cloth armor, under Despise
    Jaana   |11|15|14|03|cloth armor, Trinsic
    Gorn    |25|10|11|05|cloth armor, Blackthorn's (NW)
    
    Two of your friends from Ultima IV/V, Geoffrey and Julia, do not appear to 
    have made it to the NES port. Following the pattern for deciding who is best 
    (strength, then intelligence) I would recommend Dupre, then Iolo, as you need 
    only one character with intelligence, which will be you. Gorn is worth 
    holding out for. Dupre should be in the front line because he has the most 
    hit points. You can shuffle your characters by having them leave and rejoin. 
    My preferred party is:
    
    You
    Dupre
    Gorn
    Iolo
    
        3-6. SPELLS
    
    Here are the following reagents, abbreviated in the table below, with lowest 
    prices and towns:
    
    black pearl 3 SB
    blood moss 5 SB
    garlic 2 Yew
    ginseng 2 Yew
    mandrake 15 Moo
    nightshade 10 Moo
    spider silk 4 Yew
    sulfurous ash 1 Yew
    
    You can find or buy reagents. Mandrake and Nightshade are the most rare and 
    expensive, as in the PC games. However, prices do not fluctuate between 
    towns. They are constant. The costs are in parentheses above. You may 
    remember them in a different order in the PC version, based generally on 
    potency (ash, ginseng, garlic, silk, moss, pearl, nightshade, mandrake) but 
    here they are just alphabetical. I also could not replicate the trick of 
    finding nightshade/mandrake at midnight, but I didn't try very hard. Nobody 
    offered advice, and spells aren't too necessary anyway.
    
    Spell point cost = level of caster
    
    You can always cast Escape.
    
                   b b g g m n s s|
                   p m a i a i s a|$cost
    1st level-----+-+-+-+-+-+-+-+-+------
    Cure Poison   | | |x|x| | | | |??
    Escape        | | | | | | | | |
    Heal          | | | |x| | |x| |
    Light         | | | | | | | |x|
    2nd level-----+-+-+-+-+-+-+-+-+
    Locate        | | | | | |x| | |
    Magic Arrow   |x| | | | | | |x|
    Poison        |x|x| | | |x| | |
    Protection    | | |x|x| | | |x|
    3rd level-----+-+-+-+-+-+-+-+-+
    Energy Field  |x| | | |x| |x| |
    Fire Field    |x| | | | | |x|x|
    Great Light   | | | | |x| | |x|
    Mass Cure     | | |x|x| |x| | |
    4th level-----+-+-+-+-+-+-+-+-+
    Dispel Field  |x| | | | | |x| |
    Fireball      |x| | | | | | |x|
    Poison        |x| | | | |x|x| |
    Unlock Magic  | |x| | | | | |x|
    5th level-----+-+-+-+-+-+-+-+-+
    Explosion     |x|x| | |x| | |x|
    Great Heal    | | | |x|x| |x| |
    Invisibility  | |x| | |x|x| | |
    Wind Change   | |x| | | | | |x|
    6th level-----+-+-+-+-+-+-+-+-+
    Group Heal    | |x|x|x|x| | | |
    Lightning     | | |x|x|x| | |x|
    Mass Protect  |x| | | |x| | |x|
    Poison Wind   | |x| | | |x| |x|
    7th level-----+-+-+-+-+-+-+-+-+
    Charm         |x| | | | |x|x| |
    Flame Wind    |x|x| | |x| | | |
    Destroy       |x| | | | |x| |x|
    Mass Invis.   |x|x| | |x|x| | |
    8th level-----+-+-+-+-+-+-+-+-+
    Gate Travel   |x| | | |x| |x| |
    Mass Destroy  |x|x|x|x|x|x|x|x|
    Resurrect     | |x|x|x|x| |x|x|
    Time Stop     | |x|x| |x| | | |
    
        3-7. MISCELLANEOUS
    
          3-7-1. SHRINES AND VIRTUES
    
    Each virtue encompasses three principles. The eight virtues manage to 
    encompass all possible combinations of each principle. That makes them a 
    power set of the three principles, if you want to go all set theory about 
    things.
    
    Honesty = truth
    Compassion = love
    Valor = courage
    Justice = love + truth
    Sacrifice = love + courage
    Honor = truth + courage
    Spirituality = love + truth + courage
    Humility = none
    
          3-7-2. MOONGATES
    
    Moongates here 19-6
    
    Trailing moon determines where you go, but 23:00-2:00 to Shrine
    Waxing starts on the left
    
    Jhelom      40,1ce new moon
    Trinsic     98,17f 1st waxing
    Skara Brae  19, d3 2nd waxing
    Yew         21, 3c 3rd waxing
    Britain     c6, 8b full moon
    Minoc      175, 19 1st waning
    Magincia   14f, cc 2nd waning
    Moonglow   1a0,120 3rd waning
    
          3-7-3. DUNGEON LOCATIONS
    
    Covetous 13f, 35  8N 21E
    Deceit   1e4, c0  8S 41E
    Despise   bb, 88  1S  4E
    Destard   5e,167 29S  7W
    Hythloth 1c1,198 35S 37E
    Shame     61, 98  3S  6W
    Wrong     c9, 29 10N 14E
    Doom      f8,165 n/a (underworld)
    
          3-7-4. ITEM LOCATIONS
    
    ??
    
      4. WALKTHROUGH
    
    Here is the basic outline of the game's mission-critical quests. Some 
    overlap, because it is more practical to get one mantra with its 
    corresponding word of power. Also, note that many details are excluded, and 
    the order differs from the walkthrough, as several quests can be woven 
    together:
    
    1. initial items and clues
      1a. get the magic carpet and sandalwood box
      1b. get the Resistance password
    2. get all eight Mantras
    3. get all the words of power
    4. during 2 and 3, side tasks
      4a. get Dupre(Bordermarch)
      4b. get boat from Serpents Hold
      4c. get Gorn(Blackthorn)
    5. get Iolo back and get the sceptre from Stonegate
    6. get the Mystic Weapons from below Covetous
    7. improve attributes (not necessary but very helpful)
      7a. visit all eight shrines
      7b. visit the codex
      7c. visit all eight shrines
    8. get the shards and kill the Shadowlords (horns in castle)
      8a. hatred/Wrong/Empath Abbey
      8b. cowardice/Hythloth/Serpents Hold
      8c. falsehood/Deceit/Lycaeum
    9. get the amulet from below Destard
    10 Go below Shame to get to Doom, using the Amulet
    11. Go to Doom and use the Sandalwood Box at the maze's end to win the game
    
    ??check if the crown defends against the magic twinkles
    
    Most of this can be done while avoiding combat. You can often pitch a tent or 
    run away to do so. Many key events in the game will be talking to people: 
    often you need to talk to person A about person B before person B can trust 
    you. So you can't just go visit a location.
    
    A useful rule to remember about critical events is as follows: you need to 
    talk to people to open up passages and get some items. For items you can just 
    find lying around, you don't need to talk to people, and they're often in the 
    same spot as in Ultima V, if you played that.
    
        4-1. CHARACTER CREATION
    
    You begin with seven questions about virtues in a sort of elimination 
    tournament to decide your stats. Unlike Ultima V, your player is not given a 
    class. There are no wrong answers, but some are definitely more practical 
    than others. Here is how choices affect your initial stats:
    
    Honesty +2 intelligence
    Compassion +2 dexterity
    Valor +2 strength
    Justice +1 intelligence, dexterity
    Sacrifice +1 dexterity, strength
    Honor +1 intelligence, strength
    Spirituality +1 all
    Humility no change
    
    Intelligence affects spell points.
    Dexterity helps you to hit enemies or be missed or attack more frequently. 
    I'd guess.
    Strength is hit points and, presumably, damage done.
    
    Though the game doesn't show your stats as you answer the questions, a little 
    experimentation shows the following: you start with 14 points in everything, 
    so you can decide what to improve, when. I think strength is most important 
    for the walkthrough I use, because if your Avatar is killed, you must restart 
    from Lord British's castle. Now, sometimes, this is more convenient than 
    moving along. You don't actually lose any items or gold--just half your 
    experience, which means one level. Levels are overrated, but unfortunately, 
    so is getting 95% of the way to an important item before getting killed, so 
    only get killed when it's convenient.
    
    Your Avatar is not going to be your best fighter, but he needs to be a hit 
    point bunker, as he must lead the way. Dexterity being second, as you tend to 
    suffer incidental non-combat damage, and often getting in the first strike 
    can win a battle quickly. Spellcasting is rarely critical, and pretty much 
    anyone can use the special magic items in the game.
    
    Thus, I see the practical hierarchy of virtues as:
    
    Valor > Spirituality > Sacrifice > Honor > Compassion > Justice > Honesty > 
    Humility
    
    The questions are random, but which ones you get probably only costs an 
    attribute point or two. It's possible to get Valor vs Humility and 
    Spirituality vs Honesty right away, for instance, and the game doesn't seem 
    to follow the 3-round knockout bracket of virtues you'd expect.
    
    Knowing what to do is a far bigger boost than a good random start, though, so 
    it's not worth continually restarting unless you get, say, honesty vs 
    humility and compassion vs justice to start. With an emulator, you can futz 
    around and get 25 strength instead of 24, as that is useful against monsters 
    that do 8 damage.
    
    ??combat is unnecessary. Shamino/Iolo can cast the spells you need. When I 
    say walkthrough it's more running past fights.
    
        4-2. THE RESISTANCE
    
    First, take Shamino's and Iolo's items and talk to them. Have them both 
    leave. These guys just slow down the game early on, because the game keeps 
    rendering them, and you don't need their assistance. Monsters aren't 
    particularly plentiful to start out, and if you do run into any monsters who 
    kill you, you'll wind up at Lord British's, which is your first stop anyway. 
    Once you get experience, dying cuts it in half, but that's not a worry at the 
    start. By the way--Iolo and Shamino are at Lord British's, in the entryway, 
    later.
    
    Now while you can re-enter the hut, talk to David and get a Sextant, I found 
    that item wasn't particularly useful once I had my map. However, you might as 
    well go talk to him and get used to pumping everyone for critical 
    information--basically, you just go through all the options til you get an 
    interesting word or item or name of the next person to talk to. Even if you 
    do need to drop the sextant for a game-critical item later, you can go back 
    to David to get another one. This holds for other convenience items, too. As 
    the game goes on, you may have some trouble properly juggling critical items 
    with ones that make getting around easier.
    
    Well, that's a lot of information for the first hut, but these fundamentals 
    pay off later. First, it's off to Lord British's Castle with a stop at Yew 
    and Empath Abbey. Avoid blue-green patches along the way, as they are poison. 
    Dying does send you to Lord British's but being poisoned is so annoying.
    
    Follow the dirt path south. Take it east, and at the end, go south and cross 
    the bridge. The Healer's Herbs building has a scroll at the bottom. Now you 
    can take whatever you want in this game, and you don't lose virtue. You only 
    lose item spaces. These get valuable later on, so you may want to hold off.
    
    The dirt path continues after a break to the east of the building. Head 
    southeast and you should see it. It branches soon. Go west. When you see a 
    drawbridge, go south to Yew. Find Jeremy and pump him for information. Jeremy 
    is in the northwest--by the Seaman's Shore--during the day, and in the 
    southeast room at night. Many people will be like this.
    
    You don't need to give him $30 when he asks, but you might as well. Gold is 
    not terribly important in this game. Jeremy tells you Chamfort knows a 
    mantra. This is the first time that information from one NPC opens up 
    another--if you just went to Chamfort, you would not have been able to ask 
    him. Buy a lot of food from the Seaman's Shore. In fact, you can max out at 
    99, and it's no real problem, because gold is not critical in the game. Yes, 
    it's limited, but with my walkthrough you will get the big weapons early on. 
    Food is even more efficient than spells, because you just need to rest, and I 
    haven't gotten ambushed doing so. ??(try other places)
    
    There's also a fellow named Landon here, but he doesn't have much to say, 
    because you haven't talked to the person who refers him to you yet. He 
    disappears to Skara Brae during the night as well. By the way, there's also 
    garlic lying about here, so take that. Because garlic is already in your 
    inventory, it doesn't take an additional spot.
    
    Now you could go north to Empath Abbey, but it saves a bit of time going east 
    back to the path. The following two paragraphs give the sort of information 
    Empath Abbey will let you know, but the main bit--about the Resistance--is 
    not available yet.
    
    ****Avoid the poison to the north when you head that way to Empath Abbey. 
    This time you'll want to cross the drawbridge. You may see a red figure in 
    the center. That is Lord Michael. You can get a horn of summoning from him, 
    but that's not useful now. Later you'll want a grapple, but that's a long way 
    off, still. If he is not in the courtyard, he is in the northwest bedroom. 
    Tim the bard is to the left, but I don't think he's necessary to talk to Sir 
    Kenneth.
    
    Nothing else here is terribly useful. There is a healing center in the 
    northeast, and there are two sisters Ava and Leonna who together tell you 
    where the Shard of Falsehood is.****
    
    Go back on the main path and follow it east. It will hook around a bit. At 
    the first T, go south. At the second, go east. This leads to Paws. The 
    building east of the turn is Cat's. It has an important item for you to buy.
    
    If you're there at night, you can talk to Bandaai about a message. "Infinity" 
    is the solution to Ultima IV. The joke was a bit funnier in the original, 
    because a lot of people were baffled by the final puzzle, where you couldn't 
    save anywhere in the final dungeon. Bandaai may also tell you later about a 
    carpet that we're going to get soon enough by being as nosey as good 
    adventurers should be, anyway.
    
    Cat is in the center of Cat's Lair, and he is there at all times. You want to 
    buy Lockpicks from him. These will get you past yellow doors if you equip and 
    use them. For instance, they would get you into the east of Yew, where 
    there's not much, really. There's also food in the center room, and you 
    should take that.
    
    Exit and go to the building to the north. Kenneth and Glinkie are here. 
    Glinkie is the knight, and he gives hints about the Shrine of Spirituality. 
    Kenneth is in the upper right, and he is useful. Ask about Job, Teach and 
    Stones to get sheet music as an item.
    
    There's also a building to the south, but it is Bandaii's home. I have no 
    clue what the northwest building is for, since nobody ever seems to be in 
    there.
    
    Go back north on the path and go east even when the path turns north. Enter 
    the building. Terrance should be there. If not, he is out back in his fields 
    to the east. Job Yes Blackthorn No Resistance, and now you have someone else 
    to talk to: Chamfort, who also has the Mantra of Justice.
    
    First, though, let's make the trip back easier. Follow the dirt path north 
    into the castle. Oh, look! Shamino and Iolo waiting at the front gate! 
    They're still useless, so blow them off. Go up the left side and talk to the 
    guy in red in the center. That's Chuckles. Ask him about Fun and say Yes. 
    Then say No to get a gold piece. Try the other options if you want. By the 
    way, "cantabrigian" means coming from Harvard, or something. I looked it up 
    so you don't have to.
    
    Go to the top and to the west. You will need to ready your lockpicks and then 
    use them to get through one door, then the next. You'll be next to a piano 
    here. You don't have to sit on the chair. Just be next to the piano, ready 
    the sheet music, and use the sheet music on the piano. This opens the grate 
    to the west. Now you can discard the sheet music, since it's done its job.
    
    Go to the side room and get the gold coins (250) and the item in the chest 
    (it may be worth saving your state so you get a good one like a morning star 
    or halberd,) get the sandalwood box in the lower left, and then get the 
    carpet in the south of the main room--that's a magic carpet that makes moving 
    around easier--before entering the final door below. Yes, the box takes up an 
    inventory spot, but it's critical for the game's end, and it can be easy to 
    forget later.
    
    Get the gold coins east of the bed (150) and open the chest to the left for 
    another item, if you like. In general, items you find in chests are either 
    scrolls, which can be useful, or weapons you can sell for money. Don't feel 
    you're wasting resources dropping a weapon, though you do want to try and 
    sell what you can at every weapon shop. Here you can put the magic carpet as 
    one of your two items to use. Don't use it yet, as once you're on the carpet, 
    all you can do is move or exit by using the carpet again. Or, if you get 
    attacked by enemies, you're forced to exit. A bug in the game can make it 
    tough to get back on even with monsters far away. You have to win another 
    fight.
    
    Go back east and past the throne through an open door, then south into the 
    dining hall. You may have to wait until morning to ask Justin about job and 
    mutton. Say yes and you will get information on Greyson. Ask about him. 
    Greyson should be off to the west in the dining hall, but first, go south to 
    Iolo's Bows and sell what you can. Gwenno may be there, by the way. She is a 
    new companion but not a particularly good one, so don't ask her to join.
    
    Ask Greyson in the west castle room (he'll be in the SE at night) about 
    glassware and then about everything else--you will get the mantra of 
    Compassion, eventually, and he'll refer you to someone at the Lycaeum. The 
    glass sword isn't critical, but it's a neat side quest, and it's always fun 
    to have more people to talk to, too.
    
    Now you can go back to the Yew area along the path. Use the magic carpet. 
    It'll be a smooth ride, as you can fly over vegetation, and you don't have to 
    avoid poison patches. Going diagonally can make things a bit quicker. The 
    carpet sails over everything except the mountains. Watch out for monsters, 
    though, as if one hits you, it knocks you off your carpet. Also, watch out 
    for the deep sea. It takes you for a lot of damage. This is convenient if 
    you're trying to kill yourself to return to Lord British's quicker, but that 
    doesn't apply here.
    
    Back in Yew, ask Chamfort about the resistance and get the mantra from him as 
    well.  He is west and south from the courtyard, in one of two places in his 
    living area. (Incidentally, if you see him around 18:00, he walks through a 
    wall to go to his bedroom.) You are told to talk to Landon, but you don't 
    really need to. Once you have the password, it's best used to talk to people 
    who can open the dungeons, and he is not one of them. If you see Landon, you 
    can ask about Resistance and Council for general information if you want, 
    though really just asking everyone about everything works fine. Talking him 
    will not tip off any conversations with anyone else.
    
    So from now on, if you can say "Dawn" to someone, do so. You'll get lots of 
    information. This has been a lot of legwork, but now you can talk to a lot of 
    Resistance members with more useful information.
    
        4-3. BORDERMARCH
    
    Leave Yew and fly south after going west around the city walls. Continue 
    south until you see rough seas. You should come upon a bridge. Follow it west 
    to Skara Brae.
    
    Skara Brae has some useful people to know. I'm not sure how Landon gets from 
    Skara Brae to Yew and back every night, but he's here, too, in a building to 
    the west. Flain is also there. You can't do anything with him yet. To the 
    north, you have a building with Froed and Kindor. Froed tells you of his 
    father in Trinsic, and Kindor tells you the mantra for Spirituality. He also 
    tells you of Lady Jannell.
    
    Hook around them east and south then head back west and south--keep pushing 
    west when you can--and you'll go across calm waters to a new island. This 
    holds the castle Bordermarch. You'll need to enter from the southeast of the 
    isle, as mountains surround the rest of the castle. You can fly through a 
    hole in the mountains and over a field to enter from the southeast, or you 
    can walk via the southwest.
    
    Bordermarch is light on information, but you can get just about everything 
    else. Dupre is at the entrance by foot (SW) or maybe in the NE dining hall. 
    He is very strong, and he is a good addition, because you can give him the 
    magic sword as you get the magic axe. The magic weapon shop in the northwest 
    is too pricey, but a magic shield, axe and sword are just sitting there. Take 
    them all. Give Dupre the shield. Your plans for combat are for you to throw 
    the axe at an enemy. This makes Dupre charge forward and engage in hand-to-
    hand combat.
    
    For optional dialogues to round out the game, Sir Simon may be in the NE or 
    SE. He tells you of the crown, amulet and sceptre. Lady Tessa is in a field 
    to the east, and she gives you details about the amulet and what it does. 
    Neither are critical to material progress.
    
        4-4. TRINSIC, A BOAT, AND PARTY MEMBER #3
    
    Now go back east, north around the mountains and east. The town ahead is 
    Trinsic. You might as well take care of some chatting here. The Paladin's 
    Protectorate has Plate Mail, which is nice, but you will find even better 
    armor shortly. Sell stuff you can--except of course the magic stuff you found 
    in Bordermarch.
    
    The northeast is where you'll really want to go. There are two guys there. 
    Sindar, on the right, tells you the word to the dungeon Shame. He is one of 
    the Council, but if you aren't in the resistance, he just seems like a slob 
    and a glutton. Note you don't have to say "Dawn" and he just knows you're 
    okay, but you do have to have gotten the password. Gruman on the left tells 
    you the Mantra of Honor if you cycle through the questions. He may be in the 
    southeast at nighttime.
    
    You've done all you can in Trinsic, but if you wish to explore more, you'll 
    find Jaana in the center courtyard, or the southeast. She will join, but she 
    really isn't very good. Greymarch is up north or in the southwest, and he'll 
    ask you to find his son. This is an unnecessary quest. Wounds of Honor is in 
    the southwest, and it offers healing at the usual high prices.
    
    Paladin's Protectorate: 2h axe 150, 2h sword 200, halberd 250, magic sword 
    3000, curved heater 100, plate mail 
    
    Now get on the carpet and go south. When the road bends west, go SE. You'll 
    want to go along the northern shore until there is a second river. The go 
    straight east and you'll hit the moat for Serpents Hold. The entrance there 
    is at the bottom. This way, you avoid some of the nasty fights you'd have 
    seen walking overland.
    
    Kristi the Cook is in the northwest during the day and northeast during the 
    night. She sells skull keys, 100 for 5. You can actually reuse one, though 
    the five you get from here may spread out through your inventory as 
    individual items for some bizarre reason. You can always drop them and get 
    more, though.
    
    The other big thing to get in Serpents Hold is the skiff. The shop is in the 
    east. For just 100 gold, you can use the skiff to travel pretty much anywhere 
    in the sea, including the deep parts that would've damaged you on your 
    carpet. There's a dock to the southeast of the entrance where you can take 
    your boat, but you can use it anywhere on a pier or shoreline (half-sea, 
    half-land) to start paddling around. You can also flip between the skiff and 
    the carpet. You should not get attacked at sea--I've never been--so that's 
    handy.
    
    Now we're going to jump ahead from what the game probably wanted us to do and 
    go to Blackthorn's. Sail east from the dock and you'll hit a big island. 
    Land--it's best to be on a shoreline square, which is often half-water and 
    half-land.
    
    Blackthorn's Castle looks intimidating, and if you mess around, it's awful. 
    The south of the isle, though, holds a lever that opens the front gate. Then 
    you talk to Blackthorn and after a little chat, you say no, you won't be 
    staying long. He then vanishes. I'm not sure if this is a bug and you need to 
    complete the Oppression quest for the badge, or if it's legitimate, but it 
    worked for me.
    
    **the Oppression quest to get the badge takes a while. Visit Tactus in Minoc, 
    Dryden near where you started, Flain in Skara Brae, and Elistaria in 
    Magincia. You can use the carpet for the first bits and the skiff for the 
    last. It's very artificial, as they say "Fiona must be removed" and then say 
    they'll wait once you tell them. Very different from U5 where she just 
    vanishes and an incredibly weak plot hole.**
    
    You can get behind him with two skull keys in a row. Get the crown in the 
    room behind. Then retreat and find Gorn. He will be in one of two places: 
    southeast in the day, northwest at night. Worst case, you have to go there 
    and back and back again to find him. With a strength of 25, though, he is 
    worth looking for.
    
    You will also want to see Hassad before you leave. He tells you the word of 
    power to Hythloth. He is located in the cells to the east. Kaiko in Magincia, 
    whom you will see in a bit, refers you to Hassad, but you don't need Kaiko's 
    reference.
    
        4-5. MORE FUN WITH SAILING AND MANTRAS AND WORDS
    
    Sail to the west coast then north. There'll be an island's shallow water to 
    the east, then you should see a dock. Land on that dock. Go east and a bit 
    north to the home if it's night. Go southeast if it's day. You want to find 
    Wartow, to ask him about job/life/no/time, for the next mantra--humility. 
    "Humble?! I call that lazy! Are there no poorhouses?"
    
    Now go to the west off the dock. There's an uninhabited island, but go 
    clockwise around the coast. Look for a channel upwards. That'll get you to 
    Buccaneers' Den, where a pier is to the west of rough seas. Here you can ask 
    a few more questions. Bidney is in the northwest house or the big southern 
    shop as you start. He will eventually tell you about Lord Michael and the 
    Grapple (drink/mountains/climb.) Once he does, just leave to the northwest 
    through the mountain gap--the carpet is useful here--and sail that way. You 
    will hit the Britain dock, or close to it.
    
    Go north from there and enter the home of Annon. Talk to him for another 
    word. "Monsters" gives one for Despise, which you don't necessarily need, but 
    it's not out of the way, so why not. Now use the carpet once you're out to 
    enter Lord British's Castle to the northwest. Go east at the first exit and 
    you can now enter the door to the east. Talk to the first person in the 
    dungeon you see, in the northwest cell. Felespar is one of the Council, and 
    he will tell you the word for Wrong. You can talk to other guys, including 
    Jeremy's brother Jerone, though they have nothing important. You'll also want 
    to get Shamino or Iolo back. They are pretty much identical, but Iolo is a 
    bit stronger, and you don't need another spellcaster. Plus he's easier for me 
    to type. And he was better on the Apple version, and his avatar--err, icon 
    annoys me less. He's the guy on the right.
    
    So you now have your party: you, Dupre, Gorn, and Iolo. You also have five 
    mantras and four words. Humility/Doom has no corresponding dungeon word--the 
    Codex Quest, which reveals it in Ultima V, is just for building your party 
    up. However, the big word is up next. Its dungeon gives your party a 
    firepower boost and makes the other dungeons a lot easier.
    
        4-6. GRAPPLE, SCEPTRE, MINOC, AND A REAPER
    
    Now you want to go back to Empath Abbey. You can head west from the entry, 
    then northwest on the carpet, north a bit, and west. Now find Lord Michael, 
    who is either in the center of the courtyard or the northwest room. He will 
    now give you the grapple if you ask for it. Don't worry about the other 
    stuff, as he just gives you a horn of summoning that takes up an inventory 
    spot. You'll tackle that later. If you do get the horn by mistake, just drop 
    it. He'll give it to you next time you talk.
    
    Now I am going to give you a choice of getting the glass sword or avoiding 
    the detour. The glass sword is a handy item that automatically kills whomever 
    it faces. It's handy in a pinch against tough monsters, though it doesn't 
    kill Shadowlords.
    
    No detour: use the carpet, go east, NE at the path, and hook around the 
    mountains. Go east until you hit the next path, but don't follow it. Go 
    straight east for a small shortcut, until you hit it coming back down.
    
    Glass sword detour: use the carpet to go east from Empath Abbey's drawbridge. 
    After the path, there's a river to follow north into a cove. From the 
    northeast of the cove, use the grapple to go northeast. Fetch the sword. Keep 
    going NE eight more times. Use the carpet to go east and hit the path again.
    
    On the path, go SE. When it bends E between the mountains, go east all the 
    way, then use the grapple to go northeast until you reach a valley within the 
    mountains. Use lockpicks to enter the castle and then skull keys to open the 
    door behind. Unlike the Apple/PC versions, the Shadowlords aren't hanging 
    around, so you can just walk to the center of the cross-shaped castle, get 
    the sceptre, and get out.
    
    A quick way out of here is, from the entrance, to fly east north and east. 
    The last turn will take you past the edge of the castle. In the far-east 
    enclave, ready the grapple and go east to get over the mountain. Follow the 
    path northwards to Minoc. At this point you can drop the grapple, since its 
    only critical purpose was to get you into Stonegate. Remember, inventory 
    micromanagement now means that you can avoid annoying choices later.
    
    In Minoc, enter the inn and go north on the path. You are looking for Fiona, 
    who is in one of the small buildings in the northeast. The lower one holds 
    Rew, who tells you the mantra if you ask her everything, so try that first. 
    Then Fiona will give you the word for Covetous. Six down, two to go.
    
    You'll want to heal and rest up, so use food and then a tent so everyone's at 
    full strength for the next fight. Equip them with what armor you have, 
    because if things work, you'll be getting new stuff soon.
    
    Have your leader ready his magic axe and Dupre the magic sword and shield, if 
    you don't already. Everyone else can get second rate stuff. Go south on the 
    path, going southwest when it turns east. Hook west then south. You'll run 
    into a reaper. Axe him when you're four squares away. Dupre will run at him 
    and take one or two hits to whip him. You are faster than the reaper, so it 
    won't retaliate much. Once the reaper dies, talk to the sphinx behind the 
    ladder. "AVIDUS" is the only meaningful option, so use it, and now you can 
    walk over the stairs and into Covetous.
    
        4-7. COVETOUS AND THE MYSTIC ARMS
    
    Go north and find a way down. Then go south a way and find a way down. North 
    and down, south and down. This is the basic way through Covetous, though I 
    think it's useful to note that the twinkly squares can cause minor damage. 
    The heavy twinkles just block you. Here diagonal movement is necessary to 
    avoid damage piling up or just getting stuck.
    
    Covetous is almost ludicrously easy. There are two stairs down. One leads to 
    treasure you really don't need, and another leads right to the big haul.
    
    Go north through the twinkly bits and down the stairs. Go south through the 
    twinkly bits and down the stairs. Go north and down the stairs, then go south 
    through even more twinkly bits and down the stairs. You will want to avoid 
    them with diagonal movements when you can, but note something critical here: 
    the heavy twinkles will block your way through, and if you just move 
    regularly up/down/left/right, it seems they're blocking you. Fortunately you 
    can move diagonally, so you can make it to the stairs down on level four and 
    to the underworld.
    
    At the bottom, you will see a wall to the west. Get on your carpet and 
    traverse along that wall as it goes to the south and loops around. In terms 
    of 8x8 blocks you want to go S SW W NW NW N NE and you can pretty much outrun 
    any monsters you see. They will be pretty weak, and in general, monsters in 
    the underworld are no tougher than above, but why waste time?
    
    In the clearing at the end, once the path hooks back east, you'll see four 
    armors, four shields, a bow, an axe, and two swords. Equip your back ranks 
    with an axe and bow. You should still keep the extra axe for your avatar, 
    because although you will have armor most of the time, sometimes you'll be 
    holding a carpet, and that makes it tricky to switch. Axes are useful for 
    companions with low hit points, too, since they are missile weapons.
    
    Now you just need to follow the wall back, or reverse directions, all the way 
    outside. Your party is very, very tough now. You can improve a few attribute 
    points with the Codex Quest, but that is about it for further improvements. 
    For most of what you want to do, you can avoid monsters or just rest up after 
    a fight. You can even hack them down with missile weapons if you get into the 
    odd fight, with Dupre and Gorn using magic swords, and you and Iolo with a 
    magic axe and bow respectively. I will weave the Codex Quests into the rest 
    of the quests, and while it's perfectly possible to get through the game 
    without them, it means you have to rest less later, and fights are that much 
    easier. So you can skip the shrines if you want to, but I don't recommend it. 
    Basically, you need to visit all the shrines, visit the codex, and visit all 
    the shrines again.
    
        4-8. MOONGLOW AND THE DUNGEONS THERE
    
    Hook around the mountain and through the inn. Follow the path southeast and 
    go east and across the bridge. Go east until you get to the shrine. You can 
    pop any guardians now. Do so, then pray at the shrine. That is your first 
    Codex quest. Since you can visit the Codex one time after visiting all 
    shrines, we'll take care of them.
    
    Fly south from here. You can talk to Sin'Vraal if you want, but he has no 
    critical information. Walk south from the west edge of his hut and use a 
    boat. Go all the way south to the big island. The Lycaeum is just south. The 
    carpet can shortcut around the moat. The east center room has Malifora, who 
    gives you the mantra and word of power for Honesty and Deceit. Moonglow to 
    the south has Mariah, a potential party member who is nothing special. It 
    offers reagents and such as well. Nightshade is useful from there. It, spider 
    silk, and black pearl will allow you to cast the poison spell later. That is 
    a handy suicide trick.
    
    So go east and northeast from the Lycaeum moat and you'll reach a small isle 
    with stairs down. Whip any monsters around and then talk to the gargoyle 
    guarding. "Fallax." That gets you into Deceit.
    
    Deceit is a little tougher than the previous dungeons. You will go up and 
    down a bit getting to the bottom.
    
    South all the way, west all the way and north all the way--the NE branch to 
    level 2. Then go east, diagonally SE, then keep going south and east until 
    you get to a T facing north. Go east to the edge, nourth all the way, and 
    northwest. Up back to level one.
    
    West, south, west, north, and west past the fields. North and follow the 
    passage down.
    
    E N W* S E D.
    
    S W N E S W and, at the rooms, take the NW passage. Go south. D.
    
    N E U.
    
    S E N W D.
    E S and W at the big room, S E N W U.
    
    E D.
    
    S*, S at the intersection, U.
    
    S D. You may need to rest here to recharge points from the force fields 
    you've hit.
    
    W U. E N NW D. W U. S D. W N W S W N and now it's a one-way passage: W S W N 
    E N E D.
    
    In the underworld you can go west along the walls and north when you hit one. 
    In terms of blocks of 8, you can go W N W W W N N W W N W N N N W N W and you 
    are at sea. Good time to rest here. Then go west untit the passage goes 
    south, then SW and follow the river south. There'll be an island to the east 
    with a rather tough fight. Whip these guys and get the shard of falsehood.
    
    Now retreating takes forever, so you may wish to either 1) use the magic 
    carpet on the rough seas, 2) step on a poison square, or 3) both. A problem 
    is that you're back at Lord British's, but you can just take a boat straight 
    east from below the moat to get to the shrine isle. It's a lot fewer steps 
    overall. You may even be able to optimize my walkthrough further, by 
    completing the shrines and dungeons in a different order. But this should be 
    good enough.
    
    If you exited without getting killed, then from the west shore, use the boat 
    to go north to the next island. The Shrine of Honesty is there. Whip any 
    guarding monsters and talk to the center stone again. Say Ahm and you've got 
    your second quest.
    
        4-9. COMPASSION, WRONG, JUSTICE
    
    You can use the magic carpet to go north and northwest through shallow waters 
    back to the main continent. Go west from Sin'Vraal's hut. Go southwest when 
    you hit mountains and west when there's a path through. This leads you to the 
    path you took before. W S W N W and now fly SW through the gap to the Shrine 
    of Compassion. Demons here may be quite tough so be healed before taking them 
    on. Another quest once you give the mantra, Mu.
    
    Go back through the gap and straight north. Talk to the gargoyle and say 
    "Malum." Well, actually, you can't say much else. But you know what I mean.
    
    Wrong is slightly tricky but it is not too bad. It has two ways down, and the 
    one that's nearer on the first level is a bit longer overall. Go straight 
    south through the field, then take the south path. It bends W N and go west. 
    A path will go south, then west. Take the stairs.
    
    You will work N E S E N E S E to the first turn-off, then E N W to the next. 
    N W N around a bend, W around the second loop at the top, then W S W N E N W 
    and W at the junction, then loop S E to the stairs down.
    
    The stairs down are to the south on level 3. Then you go W, S at the T and E 
    and S to the edge. E all the way and then N and down to the underworld.
    
    Go east, then south when you hit a mountain until you hit another group. Then 
    go east until you run into the next. North, east, north, east and you will 
    reach the Shard of Hatred. It'll be about four squares east of the wall. 
    Retreating is easy: you can fly southwest then west til you work yourself 
    into a corner, then north then northwest.
    
    If you don't mind casting the Poison spell on a square (have Iolo do it) and 
    having your Avatar step on it, and the dungeon seems annoying, you have an 
    easy way back up. The Shrine of Justice is then along the path to the east, 
    then NW when it bends west then back right.
    
    Climb back up Wrong. S all the way, W all the way, N all the way, W N E U. N 
    U. W N E all the way, S W S E N E S all the way, E S E S W* N W S W N W S U. 
    E N E S E N* U.
    
    Southwest to the path, and when it bends down the third time, go northwest--
    maybe a bit west--and northwest, north at the poison fields, and northwest at 
    the next poison fields. That gets you to the Shrine of Justice. Wipe out 
    enemies there and talk to the shrine. Say BEH.
    
        4-10. HONOR, VALOR AND DESTARD
    
    You still have one mantra to find. That is for valor. If you can locate the 
    moongates on my map and you notice that the trailing moon is in the right 
    phase, by all means take a shortcut to Jhelom. However, you should be used to 
    long treks by now.
    
    SW from Justice and you can now hook W-SW around the mountain. Follow the 
    path southwards. Don't take any of the turn-offs. Go through Trinsic and then 
    when the path goes west, take the T to the west. Honor is west of the end of 
    the path, and there'll be a lot of enemies. Rout them and talk to the Shrine. 
    SUMM.
    
    Go south, then southwest when you can. You need to cross by boat--it's 
    possible to take damage once from the rough seas, but it's more trouble than 
    it's worth. Here you find the final town, Jhelom, on Valor Isle.
    
    Goeth, who gives you a word, is SW of the center of the winding path(when it 
    bends W-S) or in the building west of the north end of the path. Thorne, who 
    has the mantra, is in the building east of the path--either the top or bottom 
    room. You can fly south now, below a building and by an isthmus to one more 
    shrine.
    
    Destard has the most complicated underworld, but this FAQ should be a decent 
    guide to it.  The dungeon is a little tricky, too, with some ups and downs, 
    but not enough to get too lost. Follow the path to the opening, then go south 
    of the big area, then west and south. The path winds to the stairs.
    
    You will then go south and back down, then east all the way and down. 
    There'll be another long passage. Don't take the turn east as it leads down 
    to a dead-end area. Instead, unlock the east of the three buildings when you 
    reach the openings. Climb up.
    
    Go east a bit then north to an intersection. N E S leads down.
    
    N W and N a bit leads down to level 3.
    
    W U leads back to level 2. W U leads back to level 1 again. S W* S leads to 
    level 2. S E S E (at the branch) N W (at branch) W N W N E D to level 3.
    
    W S E N E S E N E N E* S W S E D to level 4.
    
    N and the NW fork has stairs to the underworld.
    
    You can move pretty quickly here in the underground. NW leads to a river, 
    though you may have to go a bit west. Flooow the river--go NW then W then SW 
    and a bit W. When it becmoes a full lake, go SE and then SW around the deep 
    parts. W leads you back to another river. Follow the river S until it 
    branches E and then go E past the first poison field. Go NE and you'll hit a 
    mountain, eventually. Sneak E and NE to get beyond that. Head SE and then 
    when you get trapped (you may need to go S a bit) go NE and there'll be a 
    burial ground. The amulet is in the east of it.
    
    Retreating is tricky, but there's lots of swamp, and really it's easier just 
    to find the moongate east of Lord British's castle. Do so.
    
        4-11. SPIRITUALITY AND HYTHLOTH
    
    To get to the Shrine of Spirituality, you need to enter a moongate at night, 
    from 23:00 to 2:00. Use your watch for this if you don't want to read the hex 
    bytes.
    
    If you left Destard instead of killing yourself in the underworld, Trinsic's 
    moongate is closest. Fly east to the path then southeast. The moongate is 
    east of the poison fields and only shows up from 19:00 to 6:00. Rest up 
    before entering, as there's a big fight. Shoot the gazers from afar, as 
    several guard the shrine, and you may want to use healing spells when you 
    can. Again, Dupre and Gorn should move in pretty quickly, but in case they 
    get hit, you need to be able to use magic.
    
    You will hit the shrine if you enter any moongate after 23:00. You can 
    reenter the moongate and return to Britannia after 2:00. Now, which moongate 
    you return to makes a big difference. They are all over the place. So I will 
    take them on a case by case basis. You don't actually need to visit the 
    Shrine of Humility to win the game, and it doesn't give you a bonus, so don't 
    worry about it. Hythloth is next for the practical Avatar.
    
    Hythloth is NE of an inlet in the Isle of the Avatar. The inlet is east of 
    the north tip of Blackthorn's Island. For those who wish to boost their 
    attributes and don't mind suicide-cheating, visiting the Codex, on the south 
    tip of the isle, is best before visiting Hythloth.
    
    Magincia moongate: south to Sutek's, SE to the Isle of the Avatar, south if 
    necessary to the inlet with Hythloth.
    Trinsic moongate: sail south until rough seas cut to the east. Then go 
    straight west. You may have to go SE a bit when you hit the Isle of the 
    Avatar.
    Jhelom moongate: head south across the river and then go east. Keep going 
    east (push south a bit if you hit an isle) until you hit Blackthorn's. It has 
    mountains. Then go north along the shoreline, then east into the inlet.
    Moonglow moongate: Go straight south and hook counterclockwise in the shallow 
    water.
    Magincia moongate: go southeast and you'll hit the south tip of Verity Isle, 
    where you should see where Moonglow's moongate is. There's a small L-shaped 
    island to the south/west you want to steer around to get there.
    Minoc moongate: go south, then when you hit the L-shaped island, go east to 
    the shallow water then SE. Proceed as with the Moonglow moongate.
    Britain moongate: sail SE, hooking east or south when blocked. You will reach 
    the NW of the Isle of the Avatar.
    Skara Brae moongate: fly then sail east past paws, then hook NE-E-SE around 
    the Buccaneers' Den isle. Go SE as with the Britain moongate. Then go 
    counterclockwise to the inlet.
    Yew moongate: walk/fly to Annon's and go SE as in the two moongates above.
    
    Hythloth is tough to get through, too. S= W* S* through a large area E* 
    through another, N E S W* and down.
    
    N* W leads down to level 3. E S E N E S W and back up. Then N* W= S* W S= E S 
    W D to level 3.
    
    E N W to the big area, then N* through it and W and S and E to level 4.
    
    E N E* S E S and there's another passage a bit east and south. Take it and go 
    SE around the first +, then S and E and SE around the second. S E E S W N E S 
    E= and there is treasure to the right--a lot of potions to stock up on--and N 
    W N and the NE branch leads to the underworld.
    
    There's a bit of a maze here, but the dead ends are pretty obvious, so 
    working through this is not too taxing. Fortunately, the 8x8 blocks make the 
    maze relatively square. There's really only one way through it, so let's find 
    it.
    
    First, by 8x8 blocks: W W S W W W N N E E N N N W W S W W S S S W W W W W W N 
    N N E N N N W W W N W W W N N N E E E E S E E N E E N E E E and the shard is 
    4 to the west of the edge. The way back is the reverse.
    
    In maze notation, where you change direction when you hit a wall of 
    mountains:
    
    W* S* W* N* E= N* W* S* W* S* W* N* E N* W* N* W* N* E* S* E* N* E* N= E*.
    
    The way back is W* S* W* S* W* N* W* S= E* S= E+ S* W* S= E* N= E* N* E== S* 
    W* S* E* N E*. You can create a poison field and walk into it, though. 
    This'll require some boating back SE to the Isle of the Codex to continue the 
    quest, but you can also pick off a few shrines in north Britannia and shuffle 
    the order around.
    
        4-12. THE CODEX, THE SHADOWLORDS AND THE RETURN
    
    Now you've probably hit all the shrines. One of them seems useless, and 
    there's no great revelation/word for solving all the quests. So I think you 
    can skate (?? make sure, may have cheated.) But the Shrine of Humility is 
    close enough that it should not matter.
    
    ****HUMILITY SIDE QUEST****
    The shrine of Humility does not give an attribute bonus for solving it, but 
    for completists, here goes.
    
    West, north and east and south around the mountains gets you to the shrine of 
    humility. Then you can go N W S back to the entry to the inlet to continue as 
    below.
    ****END HUMILITY SIDE QUEST****
    
    The remaining two dungeons are an exercise in endurance. The Codex is west, 
    south and east, in a valley on the south of Avatar Isle. You'll need to use 
    lockpicks and skull keys to get to the codex. You should be able to talk to 
    the Codex about seven of the eight virtues--eight if you looked at Humility.
    
    You can now barnstorm counterclockwise across all the shrines as you destroy 
    the Shadowlords. Humility, if you want. Now go north to Verity Isle. Get back 
    to the Lycaeum and talk to the Lord there. Get the horn of summoning from 
    him. Save the game after you use a skull key to get into the north room. This 
    is because summoning the shadowlord is tricky--you want to use the horn, then 
    the shard of the same color. Unfortunately the shards don't look that 
    different. Since this is the castle dedicated to Truth, you want to use the 
    Shard of Falsehood. That shard also should be the first of the shards in your 
    inventory, since you got it first in Deceit.
    
    If you do things right, the Shadowlord goes pop, and you're one-third of the 
    way to getting rid of them. Exit the castle and take the carpet east and 
    north around the edge. Go north and switch to the boat. Go NE. Go north when 
    east of the poison fields and to the shrine of Honesty. You get a +1 
    intelligence bonus for your work. Now you can go NE N W NW to the mainland--
    it's tricky on carpet, but you can do so without hitting rough seas.
    
    Hook around Sin'Vraal's hut and go north. The shrine of Sacrifice will be 
    east. Sacrifice is love+courage, so everyone gets +1 dexterity and strength.
    
    Now take the path west over the bridge, then go SW along the path and when it 
    curves up the second tome, go SW to find the shrine of Compassion. +1 
    dexterity for reporting back.
    
    Go NW from here and you may have to loop around rough seas and go north 
    through poison fields just after, but the shrine of Justice awaits. +1 
    dexterity and intelligence.
    
    Go west and once you cromss the bridge, go SW. You may run into the Healer's 
    Herbs here, so go S SW and get to Empath Abbey. The same deal applies here. 
    You talk to Lord Malone to get the horn, then throw the lever to get to the 
    skull-key door behind. Save the game and then use the horn and the shard--it 
    should be the first remaining in your inventory. Shadowlord #2 is down.
    
    Go east and take the road south. Past Trinsic when it forks west, go west 
    into the shrine of Honor. Talk there. +1 intelligence and strength.
    
    Head east and follow the path. When it ends, fly east until you see Serpents 
    Hold and its moat to the south. Then go south and east to enter Serpents 
    Hold. You've got the last Shadowlord to deal with here. Talk to the lord, who 
    is either dining or in the west, and get the horn. Straight ahead of the 
    entrance, through a door you need regular lockpicks for, summon the 
    shadowlord and use the final shard. Hooray! They're all gone.
    
    Now go south from the entrance and, in shallow water, go about five squares 
    south. Then go all the way west and you'll hit the isle with the shrine of 
    valor. Go NW and talk to get +1 strength.
    
    This leaves the shrine of Spirituality. Go north and then east and southeast, 
    tiptoeing over the poison. Wait for the moongate to show up and enter it 
    after midnight. Use your watch if you're not sure. The last shrine gives +1 
    for all three virtues.
    
    Now you need to get to Shame. It's in an inlet in the northwest, southeast of 
    a poison patch on the north shore. A lot depends on where you exit the 
    moongate after 2 AM, so I'll list all possibilities.
    
    Skara Brae moongate: NE and enter the river.
    Yew moongate: south to Dryden's, SE  and follow the river south and east.
    Trinsic moongate: NW to the road, through Trinsic, follow the road and turn 
    west. North and loop W N E around the mountain.
    Britain moongate: NW around Lord British's, W, then a bit N around the 
    mountains and S when W of Yew. SE to the river.
    Magincia moongate: W and clockwise around the mountain until you hit the 
    river.
    Moonglow moongate: W until you hit the path. See Trinsic.
    Jhelom moongate: NE to the path. N to Trinsic. See above. You can also use 
    the boat to go more or less straight north, if you don't mind picking it up 
    and deploying it.
    Minoc moongate: ouch, you got the booby prize. SW, through the inn, around 
    the mountain west and west til you follow the path. West at the third turn 
    south. Around another mountain west, then SW at the path. South from Yew then 
    SE into the inlet.
    
        4-13. SHAME
    
    This is the second-to-last dungeon.
    
    N= E-S-E-N-W-N= W-N* E-N E-S= E-N-E= S-E= S-E-S*-W-S-W-S-E-N-E-S-D.
    
    N= W= N-E-N-W-N-E-D.
    
    W= S-E-S==-W-S*-E-D.
    
    W*-U.
    
    N-E-N-E-N= W-S-E=-S-W-S-E=-S-W-S-D.
    
    N-E-S-D.
    
    So you've made it to the underworld. Head southeast on carpet out of the 
    current enclosure, moving against the walls, then switch to a boat and go 
    southeast some more. You should be close to a passage east. Take it and use 
    the amulet on the starry squares. You will want to go southeast from the 
    center, and you should get close to the stairs down to Doom after eight 
    tries. You can always "move" south and north here to zoom in. Step off the 
    stars and enter Doom.
    
        4-14. DOOM
    
    Well, my map is hopefully adequate to get through here, but it's probably 
    good to have full instructions, because the paths do tend to curve. There's 
    more than one way through this dungeon, but I hope I have found a relatively 
    short one. Doom is relatively tricky, but I've labeled the guide so the 
    letters correspond to the lettered stairs on my map.
    
    If you haven't killed all three shadowlords, you'll get your butt kicked and 
    a free trip to the overworld. If you have, you need to use the scepter on the 
    force fields to the south, then go south. E S W N E D. (a)
    
    E N W N= (a bit E) N W N E N W U. You pass two stairs her to get where you 
    need. (b)
    
    SW to the stairs down. (c)
    
    S D. (d)
    
    N E D. (e)
    
    W S= E* through the opening E* N E U. (f)
    
    S W D. (g)
    
    W S W S E S U, just past the force fields. (h)
    
    S W U. (i)
    
    S W N U. (j)
    
    W D. (k)
    
    W D. (l)
    
    E D. (m)
    
    N W S and enter the building through the top doors. Go into the small side 
    room. Ready the sandalwood box and use it on the mirror to get the finale.
    
    ===================================
    
    (this section can be moved)
    
    Who's Where
    
    Yew: Jeremy NW by Seaman Shore, SE in room
    4-a. going south
    
    PAWS/BRITAIN:
    
    Bandaii: Horse Iolo Smith Message (Infinity = final answer)
    Glinkie: Adventure Destroyed Shrine
    Kenneth: Job Teach Stones Harpsichord (get sheet music)
    
    TRINSIC:
    Gruman(NE): Job Lord British Honor Yes (Honor Mantra)
    Sindar(NE): Job Sindar Wizards Dungeon for Word of Power
    Greymarch(N Center or SW): Son Lord British Sceptre Sir Simon
    Paladin's Protectorate in NW
    Wounds of Honor in SW
    Jaana: Resistance, Password, Join--4th member on team.
    
    From here, go south and just cut south when the path turns west. Follow the 
    path to the end.
    
    Gardner: Flame Visions Dungeon End
    Kristi: (NE) sells Skull Keys
    Malone (Dining) Castle Courage Nosfentor (horn)
    Loubet: Fencing, Distant Land, Magic Carpet
    Thrud: he wants the password for the resistance. Don't know what happens if 
    you give it to him, but the item is worthless.
    
    [SKARA BRAE:] haunted inn, local alchemist
    Ash 1, Ginseng 2, Moss 5, Pearl 3, Mani Scroll
    
    Landon: [knows of crown and of password]
    Flain: [member of the oppression]
    Froed: [Greymarch's son]
    Kindor: [job seek mantra shrine] tells of Jannell in Lycaeum
    
    ========
    Stores
    
    Healing Herbs
    ash 1 ginseng 2 garlic 2 silk 4 antym 100 spellbook 150
    Pendra
    ginseng 2 garlic 2 pearl 3 silk 4 talismen(sic) 75
    Iolo's
    dagger 3 shortsword 40 wooden shield 25 bow 75 crossbow 150 magic bow 800 
    arrow 1 bolt 2
    
    =================
      5. CHEATS
    
        5-1. BASICS
    
    0x5c = hexadecimalized year
    0x5d = hexadecimalized century
    0x5e = day of month
    0x5f = month
    0x60 = hour
    0x61 = minute
    
    You can teleport easily enough by hitting start to get to the items menu, 
    then changing bytes 71/75/79/7d. They work as follows:
    
    X location = 71(low byte) 75(high byte)
    Y location = 79(low byte) 7d(high byte)
    
    Below are the hex locations for the Avatar's stats--add 1 for slot 2, 2 for 
    3, 3 for 4.
    69fa = avatar's strength
    69fe = avatar's dexterity
    6a02 = avatar's intelligence
    
    Items start at 6a1e. Item amounts start at 6a42. So you can have 40 items in 
    the pool.
    
    armor 01=cloth 02=leather 03=chain 04=plate 05=magic
    shields 06=wood 07=spiked 08=heater 09=magic
    missile 0a=sling 0b=spear 0c=magic axe 0d=bow 0e=magic bow 0f=crossbow
    2hand 10=2h sword 11=2h axe 12=2h hammer 13=halberd
    weapons 14=dagger 15=morning star 16=club 17=short sword 18=sword 19=mace 
    1a=glass sword 1b=magic sword
    1c=arrow 1d=bolt
    1e=blue potion 1f=red potion 20=yellow potion 21=black potion 22=white potion
    Royal Treasures 23=crown 24=sceptre 25=amulet
    Special Items 26=carpet 27=sextant 28=watch 29=skull key 2a=torch 2b=lit 
    torch 
    Reagents 2c=black pearl 2d=blood moss 2e=garlic 2f=ginseng 30=mandrake 
    31=nightshade 32=spidersilk 33=sulfurous ash
    34=ankh talisman 35=heart talisman 36=other talisman
    37=spellbook 38=black badge 39=red scroll 3a=white scroll 3b=pink scroll 
    3c=food 3d=grappling hook 3e=tent
    3f=horn(pink) 40=horn(white) 41=horn(red)
    42=flaming oil 43=lockpicks 44=sandalwood box
    45=gem shard 46=gem shard 47=gem shard 48=sheet music
    
    Experience is 6a66-6a67, low/high byte
    Gold is 6a6e-6a6f, low/high byte
    
    6b** = early bytes open up conversations with other people. You can probably 
    set them all to FF to make the game go quicker.
    
    6b30 = Honor Mantra
    6b31 = Compassion Mantra
    6b32 = Valor Mantra
    6b33 = Honesty Mantra
    6b34 = Spirituality Mantra
    6b35 = Sacrifice Mantra
    6b36 = Justice Mantra
    6b37 = Humility Mantra
    
    These bytes flip to 03 once you are on a quest and 81 once you are finished.
    
    6b50 = Deceit Word of Power
    6b51 = Despise Word of Power
    6b52 = Destard Word of Power
    6b53 = Wrong Word of Power
    6b54 = Covetous Word of Power
    6b55 = Shame Word of Power
    6b56 = Hythloth Word of Power
    
    6b57
         (80) = given Justice Codex quest
         (40) = given Honor Codex quest
         (20) = given Spirituality Codex quest
         (10) = given Humility Codex quest
         (08) = given Honesty Codex quest
         (04) = given Sacrifice Codex quest
         (02) = given Valor Codex quest
         (01) = given Compassion Codex quest
    
    6a74 = health byte
      0x20 bit = poison
      76 = shamino
      77 = iolo (4th player??)
    
        5-2. TELEPORTING AROUND
    
    Well, not an official teleport spell. I mean, teleporting via byte editing.
    
    Teleporting is useful for talking with the various characters quickly. You 
    will want to stand a square away, of course, and you need to back out of a 
    room and in if you do so.
    
    Set bytes 71 and 79, with 75 and/or 7d set to 1 if a location is a 3 digit 
    number. Here are useful people to visit if you get lost.
    
    If you just want to move a few squares up or down, hit start and then move 
    the various values a few numbers up or down.
    
    Also, two locations indicate where someone is at night, and + indicates 
    they're only there in the day. - indicates only at night. No notation means 
    they're always there.
    
    I have a feeling a lot of these may be off by one unit or more, so let me 
    know if they are. I would also need to adjust my town/castle maps for every 
    one that is wrong, so help is appreciated.
    
    Iolo's Hut
      David (23,32)
    
    Dryden's Hut
      Dryden (25,53)
    
    Empath Abbey
      Jessica (3b,5e)H
      Tim (3a,5d)+ (4b,66)-
      Hardluck (43,5e)+ (47,66)-
      Lord Michael (43,5c)+ (3a,52)-
      Chamfort (3f,62)+ (3b,65)-
      Ava (4c,5b)
      Leonna (4e,5b)
    
    Britain
      Terrance (9c,aa)- (a3,ab)+
      Pendra (8a,a4)H
      Joshua (9b,b3)+ (79,a2)-
      Leof (99,b2)+  (7c,a2)-
    
    Lord British
      Wayfarer Inn (8e,82)I
      Justin (a6,81)+ #gone at nighttime
      Chuckles (97,83)
      Iolo (99,96)
      Shamino (95,96)
      Gwenno (9d,92)+ (a5,90)-
      Iolo's Bows (9e,95)
      Felespar (a2,88)
      Jerone (ab,8d)
      Prisoner (ac,87)
      Greyson (8a,8b)+ (a7,90)-
    
    Skara Brae 
      Kindor (29,c2)
      Froed (2a,c6)+ (2c,c2)-
      Landon (23,cd)-
      Flain (24,ca)- (24,cc)+
      Local Alchemist (23,e5)M
      Haunted Inn (33,db)I
      Regina (34,d2)H
    
    Moonglow
      Shield of Truth (1a4,107)I
      Honest Meal (1bc,10c)F
      Magic Supplies (1c2,115)M
      Mariah (1be,102)J
    
    Lycaeum
      Lord (1a2,ee)- (1a3,e3)+
      Sir Sean (1ad,e6)
      Malik (1b3,ed)-
      Malifora (1b5,ea)- (1b5,ee)+
      Janell (1a2,ec)- (1a4,e3)+
    
    Jhelom
      Goeth (2b,1ba)+ (35,1ad)-
      Trian (25,1b3)+ (24,1ad)-
      Sword and Keg (43,1bb)I
      Naughty Nomaan's (3c,1c4)A
      Bullwier (39,1c3)+ (29,192)-
      Thorne (34,1aa)+ (33,1ac)-
    
    Yew
      Landon (4c,7a)+
      Seaman's Shore (42,7b)F
      Jeremy (42,7e)+ (4d,84)-
    
    Paws
      Glinkie (82,cc)
      Kenneth (82,ca)- (85,ca)+
      Bandaii (9a,d1)+ (85,dd)-
      Cat's Lair (8f,d5)S
    
    Trinsic
      Greymarch (7b,13c)+ (74,14c)-
      Paladin's Protectorate (72,13a)A
      Jaana (7b,143)+ (82,14d)-
      Wounds of Honor (75,14c)
      Sindar (85,139)
      Gruman (83,139)+ (85,14b)-
    
    Serpents Hold**
      Loubet (eb,1c4)+ (da,1bd)-
      Gardner (e4,1bf)+ (eb,b1)-
      Kristi (da,b3)+ (ed,1b2)-
      Thrud (e5,1b5)+ (db,1ba)-
      Lord Malone (e4,1b3)+ (da,1c6)-
      Siegecrafters (ed,1bc)A (a few squares below at night)
    
    Buccaneers Den
      Scally (ec,ec)+ (ec,ea)-
      Bidney (ea,fb)+ (d9,e2)-
      King's Ransom (e7,fd)I
      Buccaneers' Booty (ea,de)A
      Sven (eb,fd)+ (dc,e2)-
    
    Magincia
      Kaiko (144,da)- (13d,e3)+
      Elistaria (13b,3a)- (13c,f6)+ **
      Wartow (14a,ed)- (14a,101)+
      Katrina (14a,f0)- (14b,ea)+
      Humble Palate (14e,102)F
    
    Minoc
      Rew (14a,1e)+
      Fiona (14d,1a)+
      Delwyn (142,24)+
      Ambrose (13b,1d)+
      Tactus (14c,24)
      Healer's Mission (139,23)I
      Inn (154,36)
    
    Sutek's
      Sutek (150,167)+ (14a,163)-
    
    Sin'Vraal
      Sin'Vraal (1a4,53)+ (1a2,56)-
    
    Blackthorn**
      Hassad (164,1ca)
      Gorn (165,1d4)+ (154,1c4)-
    
    ==================================
    
      6. VERSIONS/CREDITS
    
    1.0.0: sent to GameFAQs 9/24/2009, basically outlined but I still have a lot 
    of details to hammer out. I figured a more efficient way through and it 
    conflicts with what I have.
    
    Thanks to GameFAQs for being, well, THERE.
    Thanks to the NES completion project in general.
    Thanks to AdamL for mentioning that he needed this game for his NES North 
    American Games quest. And for his feedback on the maps.
    
    Thanks to the usual GameFAQs gang, current and emeritus. They know who they 
    are, and you should, too, because they get/got some SERIOUS writing done. 
    Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow 
    Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog, 
    Lagoona, Da Hui, StarFighters76 and others I forgot. OK, even Hydrophant in 
    his current not-yet-banned message board incarnation. I am not part of his 
    gang, but I want him to be part of mine.
    All you people at honestgamers, YELL AT ME if I forgot you and you deserve to 
    be in there. I mean, it's partially because of HGWars and, well, the whole 
    community, that I got re-interested in writing weird old FAQs, and I want to 
    add to this in the future.
    
    ??grappling hook doesn't work underground
    ??no need to get close to people to talk. You can talk at them through walls.
    ??talk to folks in dark? Use on dark?
    
    ??what do potions do
    ??name of Lord of Lycaeum/Serpents Hold??
    
    ??moonglow cast "dispel field" to get to real treasures??
    ??healers are worthless
    ??signs wrong in Moonglow, town of Honesty
    
    ??buy lots at healers herbs