by Hawker S Hunter
DR-DOS
U7run for Windows
Exult - the top Ultima 7 engine for Unix and Windows.
2.
Go to the West gate. Have Shamino drop all his weapons and ask him to leave.
Save, in case it doesn't work. Assail Shamino just outside the gate so that
the guardsman sees it. When the guards arrive, disarm yourself but keep
hitting Shamino.
If you're unlucky the guards will just slay you. But if it works correctly, Shamino will open his mouth and say:
Speak to Lord Marsden, who will explain that all the knights have gone to the pub to bury their fallen comrades.
4.
Rescue Iolo by talking first to him and then to Marsden, and bribing Spektor
with 30 monetari.
To get this amount we need to collect some donations for the Free Iolo fund.
Walk around the houses and steal the small amounts of change you find in
people's cupboards and nightstands.
Okay. Go to the North Gate at Monitor and go up on the battlements on the eastern side, where the ramparts meet the mountain.
There build a staircase out of bread up on to the crenellations. You should need only three pieces of bread to make the ladder, which we are building now for later use.
5.
Now get you some Halberds and two-handed swords, these will be very useful
when we need to kick some ass.
Finally, get 15 more loaves of bread, which are needed to build a second set of stairs. Keep these in a bag or something, as the staircase needs to be built out-of-town.
You may also wish to pillage the town to your satisfaction just prior to leaving.
As you approach the bank, build a stairway to the roof using the 15 loaves and Save.
Now the interesting part begins.
Walk around the roof and the magic traps within the bank will be activated.
You should get beamed out to the grass beside the bank.
7.
Run quickly to the south-east spell (see screenshot) and you should get
teleported INTO the bank. This can be fiddly, so you may need to reload a
few times before it works properly.
Now, strip the bank clean, and run around aimlessly inside until you are teleported out. This may take a while, but be patient and it will happen eventually.
8.
Go to the Sleeping Bull, and talk to Flindo. If Selina approaches you, tell
her to piss off.
Get Hawk released. Make sure you drop all but one of the gold bars when you do
this or they will ALL go to the pikemen, which we Do Not Want.
9.
Go to Moonshade and talk to Flindo, picking up some blood-moss along the way (it's in the South-East swamp).
Ask to be introduced to the Magelord, and then dither around talking to the
mages until Rotoluncia's servant appears.
Talk to Flindo again, and ask him about the appointment. You should then get sucked into the banquet hall, no matter what the time of day (or night).
Leave the banquet and then ask Bucia the provisioner about Pothos.
Now find Pothos again and get him to arrange a visit to Erstam, in exchange
for some blood moss you just happen to be carrying.
As a by-product this will trigger the Rotoluncia sub-plot. It is interesting
to see what happens if all your followers are dead at this point, but that
is optional.
When you confront Roto, steal her Ritual Blooding device and keep it with you. If you ever come across any dragons, use it on them to make them say 'Ow!'.
10.
Do Erstam and get the Fire-Parrot's egg. Create Boydon and get the Jawbone
from Erstam's potting shed. Take his scrolls if it pleases you.
You can acquire various potions by watching Vasel work, and stealing them
as he puts them down.. this does make everyone present quite upset, however.
Obtain a green potion using this method.. it may come in handy later.
11.
Go to Monk Isle via the gate (again, in Erstam's potting shed) and get 3
'fresh' mandrake root. Back at moonshade, trade these in for a spellbook from
Fedabiblio.
To the the Mandrake successfully, you must wait for the Salt Tides to be in phase or whatever. This means consulting the nameless monk (who seems to have read too much Stephen King) and badgering him continually. To make him easier to identify, shove a green potion down his throat to make him glow green.
Go to Pothos' house and get the hidden key. Open the secret door in the stairs leading to his house. Go downstairs. Take the lightning whip and open the secret door in the north. Open the steel door with Pothos' key and go to the Football Pitch. Grab all the neat stuff and let the beasts kill you (otherwise you'll be trapped).
Steal the comb of beauty from the chest in Columna's garden.
12.
Now beam out to Silver Seed from Moonshade.
Talk to the keeper and try to appear as fraudulent as possible to instill his
doubt.
13.
Go to Stefano's old house outside the western town wall (the key is in a hollow
tree outside). Get False Coin and transcribe it - we'll use it to pay for the
other spells we will need.
Finally, to reset the Silver Seed, go back to the Gate and try to use the amulet again. Then sleep for another 168 hours in the first bed you come across.
14.
Go to Bucia the provisioner. Make a pile of 100 monetari, and place it at
her feet. Now cast False Coin on it repeatedly, creating 500 monetari
(approximately 1500 guilders) with each shot.
Pick them all up, and get her to change them into guilders.
Do this whenever you need cash. Buy all the spells in town without bothering
to haggle.
From hereon, whenever you need to buy something use False Coin to create piles
of 100 gold, glowing things or bottletops, depending on the city.
Create the money right in front of the face of the guy you're dealing with.
(We both know I'm going to defraud you and you do can't do nuttin'! Hah!)
15.
Make sure you get the following spells. As you can see, Mortegro the death-mage
is our main supplier:
These spells contain such power that the game itself is unable to withstand their might.
16.
Go to the Silver Seed, making sure you have plenty of gold coins first.
Buy the spell Vibrate from the magelady. We're going to have a lot of fun with this spell.
Start by doing the maze.
Everyone who traverses the maze gets 1000 experience points, so take the entire party through instead of just the Avatar. This is easy: lead the party close to the maze boundary, but not so close that they all run off and leave you to it. Tell them all to leave; enter the maze and then, when your weapon vanishes from your hand, call over to your milling minions and ask them to rejoin you. They follow you through the maze, and are a thousand points richer for it..
17.
To gain experience quickly, have a chat with Stumpy the dragon (third
stairwell in the Aram-Dol area) and solve his riddles. Again, this
boosts all present.
Now do the Fiend and the Outpost. In the Outpost, do not use any gunpowder: two blows of a halberd will clear the rubble. We will need the powder for other tasks later on.
You should have hit level 6 by now. Go and do Aram-Dol.
As you approach the Liche himself, SAVE. Now, cast Vibrate on him.
All his spells will plop out onto the floor, rendering him considerably
less lethal. Beat him up with your kick-ass weapons.
(The Vibrate trick works on any spell-casting enemies.)
18.
Now go back to the Keep, and plant the Silver Seed. If you kill some of the
three witches very quickly (two barrels of powder should do the job) you are
treated to a very interesting conversation in which some or all of the
speakers are in fact, dead.
Once the Silver Seed is planted, you should have made level 8. If not, go back to Aram-Dol's place and keep killing man-spiders until you have.
19.
We are now going to make use of a 'lEEt ExPlOiT in the Silver Seed.
First, rearrange or temporarily discard possessions so as to give the Avatar 20 stones of spare carrying capacity. Make sure he still has lockpicks, spellbook (plus the Ring of Shaal to drive it) and a fairly good weapon.
Go to the northern room where the Keeper hangs out. Notice the grey pillars all around it. Double-click on any one of these pillars.
For reasons never fully explained you should now be in the Test of Purity. Go to the Dupre room and kill the worms with the hammer provided. When the last worm appears, hit it once and kill Dupre with a suitable weapon from your backpack (only the hammer works on the worms, unfortunately). He'll defend himself with a glass sword - quickly Vibrate him and pocket it. (You can sometimes acquire several glass swords in this way). Take his body. Pick the lock on the door and go to the Shamino room; kill him and then everyone else, then press the left button to have your way with the corpses. Finally do Iolo's room, taking the bodies of Dupre and Shamino back with you to reality.
20.
When you leave, the testmaster congratulates you, but when you speak to him
again he suffers from an attack of amnesia (Who are you? Are you the
Promised One?). He is obviously going senile, so put him out of his misery.
Now you are in Furnace, get the Serpent tooth from the skeleton among the mushrooms.
Look around and find 6 Chill scrolls, three loaves of bread and various other
oddments to build two stairways. One requires 15 objects, the other needs
just three.
Build the large stairway next to the brass door between the two northern buildings.
You are now in Monitor. At this point you may wish to visit the Sleeping Bull and talk to Ensorcio. You can buy spells from him after some lengthy negotiation: ask about Hawk, Batlin and his Mentor. He has the Spiral Missile spell, which may be of some use.
22.
Ignore Marsden and DO NOT apply to become a knight, but go to the knight's test anyway.
You should find Schmed somewhere about. If not, you may need to talk to Spektor first,
about being a Knight, but that should be all. Do not get Marsden's permission, however.
Now turn on your 16 tracks, Eddie. In the words of Greg Lake, a bit of vibin' is all it lacks, so cast Vibrate on Schmed and take the key from him.
When using Vibrate in this manner, take care that the victim's feet are not obscured.. otherwise you'll lose the object you're trying to take.
Now it is time to let Schmed know who the Daddy is, so cast Mass Death.
Walk over his corpse to the Test of Knighthood. Unlock it with the key and
lead your 4 followers to glory.
This should be much easier, especially with the tremendous Power at your
disposal. You can now, for example, retrieve the key in the snake room using
Fetch, instead of pissing about with rocks.
23.
Take the Claw, and make your way to the final room. Now, just pocket the
Urn of ashes. Leave the test using the key that you stole from Schmed.
You will probably need to backtrack and go out the front way.
With the Urn and the Claw, you will never again be alone, for you may call
upon your lupine brethren to comfort you.
In other words, you can now summon an unlimited number wolves whenever you want.
Just before you enter the swamp, cast Serpent Bond. You will now turn into a snake and your followers will go away. Slither into the swamp and enter the dream world.
The game will now short-circuit and your followers end up in the Dream Realm as well. But most importantly, we can smuggle some very useful contrabands in and out of the Land of Dreams!
It is advisable that you do not die while in the Dream Ream, so save often. In any case, under no circumstances should you give posessions to the Avatar. because if he dies, whatever he is carrying will vanish forever. Since you've got 3 or 4 brutal henchmen backing you up against all comers, dying shouldn't be a problem for the most part.
25.
Go to Lord British's castle and get the chest of cool stuff (infinity bow,
complete suit of magic armour). Find the juggernaut hammer, and go to the
arena southeast of the Castle, where there are some gargoyles.
Go into the lower building and get the second infinity bow.
Find Stefano's dream of naked women. Nearby is a chest full of gold.
Remember, give all the booty to your followers: do not carry it yourself.
Finally, go to the circle of stones. To the northwest is a brass chest, which
is trapped, but contains and a lightning whip.
Again, give it to your followers.
In the Dreams Of Your Enemies arena, Batlin is wielding an Ophidian Sword. If it were possible to extract it from him and take it with you, a large chunk of the game could be skipped. Unfortunately I haven't been able to do this (without using Hackmover).26.
Now, there are a couple of errands to run. Go to the Western Forest and look for the Serpent Crown in a hollow tree.
Then go into Furnace (via the cave near Monitor) and retrieve the Serpent Stick.
27.
With these tasks completed, it's time to visit the Frozen Wastes. We'll use
a slightly unorthodox method. (Indeed, we have little choice, now)
Go to the Sleeping Bull. Cast Vibrate on Selina to get her key, and the
Gwani cloak. Have the Avatar wear this. In the basement of the inn you
should find some cloth.
Take 10 pieces and go to the Serpent Gate, also in the basement.
Go to the Silver Seed, and pick up three barrels of gunpowder from the Outpost.
Now go back to the 'Bull using the amulet.
28.
Go outside. South of the 'Bull you should find some Ophidian ruins.
Northeast of that is a small tower of wood and stuff.
Take one of the many pieces of wood you should find in a stack, then go back
to the Ophidian ruins and walk south along the western wall.
Keep pressing yourself against the wall until you find the 'soft spot' which the Avatar can climb up on. Now this isn't normally possible, but in this case the drop is low enough that we can place the wood on the other side of the wall and climb down off the wall. Do so.
Look carefully at the bedding.. in the NE corner a key is poking out. Cast Fetch to make the key yours. Now go back down your ladder and unlock the doors with your ill-gotten key. Go up the stairs and look for the Great Brass Door in the southwest.
30.
Now, transfer one keg of powder you took from the Outpost to some
inconsequential serf, such as Dupre. Press him against the brass door as
hard as possible, and detonate the keg.
Recommended soundtrack: Thwarted by the dark by Bal Sagoth (Battle Magic)
31.
When he's dead, build a staircase leading up to the wall of Vasculio's prison (preferably the south wall,
between the two braziers. By the lamp post will be fine). There are a lot of crates kicking about,
these will do nicely, bales of cotton will also work.
Now head to the northern forest using the jawbone, and find the Trapper's lair.
Get the Gwani cloak and give it to someone. Leave the others, and head into the cave.
When you approach the dying trapper, cast Death Vortex on him and you will be treated to another one of those interesting conversations with the dead. Take his furs. In the second cave on the left are some dead trappers, take their Gwani cloak(s).
32.
Find the Gwani place. Head off to the icy realm where Hazard the Trapper lives.
We need a suitable entrance, so blow the doors away with gunpowder.
(You must use two kegs simultaneously for this to work.)
Open Hazard and then open the chest using his key (Vibrate won't work).
He babbles something strange about the Gwani being extinct.. not yet, they aren't.
Take the amulet you find, some of the glass swords perhaps, and anything else
that looks nice. There should be some fur hats too. Put these on.
33.
Go to the Gwani settlement and find Yenani. Give him the amulet, and he
should present you with a tooth.
Now. If you ran into any Gwani on the way, you may have found that they take
great delight in slaying the endangered ice-dragons (and I quote, "Kill! Kill!").
This will not continue. Cast Mass Death, and with a wave of your hand, the Gwani learn what being an endangered species is like the hard way.
Build a ladder on to the mountains, using 15 loaves of bread, gold coins or whatever junk you can lay your hands on.
Find the Serpent Gate beam off to Sunrise Isle for a quick reconnaisance mission.
35.
Get the icons and put them on the opposing altars, e.g. the Torch of Ethicality
on the Swamp of Tolerance.
It is possible to substitute Frigidazzi's rose for the Rose of Enthusiasm, and the abacus from the Temple of Order will work on the Dead Forest of Emotion.
You'll be given a magical book which allows you into the temple proper. The brass chest in the west wing contains a third infinity bow - take it, and anything else which looks good. Get the ice diamond and fire token and open the first set of doors.
36.
Go through the doors into the next room. Press the following buttons:
Dump the four cubes on the pedestal. Go through the teleporter if you like, but you'll just get kicked out again.
The remaining cubes make great staircases.
To progress, we need the Serpent Armour (which we don't have) so you'll have to kill yourself in a fire field (try the Fire Zone to the south). You reappear back in the real world.
The next time you use a Serpent Gate, the game will become somewhat distressed and ask you to tell Origin where you are. Ignore this and carry on.
37.
When you've finished, go back to Moonshade and find the Trial Room.
Look into it from outside, and cast Telekinesis on the secret door in the North wall.
Go around and into the room. Cast Fetch at get the key. Now open the gate, and go through the teleport with your followers.
When you arrive, you are accosted by an automaton who tells you that you are in the `Mountains Of Freedom', and seems to believe you are some kind of criminal. Vibrate this automaton for your cell key, and hightail it back to Moonshade.
36.
Now. Find Frigidazzi and wait until midnight.
Go to her chamber, and cast Serpent Bond. You are now a snake.
Wake up the magelady; your party will snigger and run away. Now, close your eyes because what's about to happen will give you nightmares.
The Jury gasps. Cries of despair are heard from your followers, but there is no reprieve. Filbercio seizes control of your body, propelling you inexorably towards the teleporter which leads to your doom.
Helpless, you step onto the platform, and...
...nothing happens.
Go back to the trial room. Everyone seems to have gone a bit funny during the few seconds spent in the other room. Do not talk to Shamino, or he will try to give you some earrings, which we do not want.
Find a bucket and go down into Gustacio's basement. Place it on the altar to get some water of Tolerance. Put the bucket of water in your backpack(!).
39.
Now, that trial wasn't much good. I would go so far as to say we have been
cheated. Fortunately there is another possible venue.
Head off to Fawn and go in. When Ruggs appears, agree to take the letter.
As soon as you cross the drawbridge, head to Alyssand's shop as fast as possible. As the lute
appears, dive into Alyssand's basement. From underground, the lightning
flashes and all these people appear out of nowhere to hear Iolo's Early Morning Singing-song.
Suggested soundtrack: The Knife, Genesis (Trespass)
The Seneschal should follow you around. He'll go almost anywhere with you if you're patient - lead him on a merry chase over the vales and hills.
41.
When you get bored, or he panics and tries to escape, ask for an Audience with
Lady Yelinda and then accuse him of following you. Go back to Fawn and talk to Garth.
After you have spoken to enough people there should be an attempt on your life.
Try to get the assassin to shoot some of the Fawn residents by hiding behind
them. When you get bored, smash him with Death Vortex or mind-blast.
You should now get a summons to see Lady Yelinda.
Talk to her and get b*ll*cked.
42.
Go to the trial. Do what thou wilt. During recess, talk to Alyssand again and get the key.
Now break into the Oracle 8.0 control centre and kill the guy you find there. Reboot the Oracle server and write an SQL query to make it say that Dupre is innocent and the trial is a sham.
It is tempting to set the Oracle to say that Dupre is guilty, but we are going to do something infinitely worse.
Now, continue to the area marked above. There should be a single cave of mud which seems to go nowhere. Enter it and look for secret passages.
The correct cave has an illusiory wall leading to a chamber with lots of dead stuff. Head southeast. If you get accosted by the great white kitties, Mass Sleep can be very useful. Kill the gazers (or disarm them using vibrate) and open the door you come to (this will appear as a black strip that is labeled 'door') with the keyring.
This is the delivery entrance to the Shrine of Order.
Recommended soundtrack: 'As the Vortex illumines the crystalline walls of Kor-Avul-Thaa' by Bal Sagoth (Starfire Burning Upon The Ice-Veiled Throne Of Ultima-Thule)
45.
Head east and go to the Wall Of Lights chamber. Selina should appear.
As soon as the words 'TO ARMS!' appears, hit 'B' and cast Mass Death. They won't stand a chance. Now take the scroll from her body and transcribe it.
If you engage Selina in regular combat, note that Selina WILL NOT DIE unless ALL the cyclopes she creates have been killed. If one of them retreats into a corner and is ignored, you can hack and slash away at her until the floor is red with blood to no avail.
Go past, and Thoxa should bring Dupre to you by some kind of Astral Travel.
Go forward carefully until your followers say 'We must hurry'.
Ask all your followers to leave, but be careful of Shamino. As soon as you
talk to him, he gives you some ear-rings which allow you to hear the wisdom
of the Great Balance Serpent. We do not want to hear this drivel, so as soon
as the conversation ends, hit 'I' quickly and slam those ear-rings onto
the ground as fast as you can!
Now go forward to Batlin, and all hell breaks loose.
And beyond the Vortex, the churning black waters of the void did disgorge the Dwellers-In-Eternal-Shadow.
And upon a horde of winged horrors, brandishing swords of ebon flame, They rode out from the gate..
..and a terrible silence fell upon Kor-Avul-Thaa.
Find a bed and sleep in it so one day has passed. Make sure it is afternoon. Now save, and head back to the trial.
47.
The people of Fawn are now in a 'Schrödinger's Cat'-like state, being neither
alive nor dead, but somewhere in between until they are observed.
In practice this means that they are alive until you see them, at which point
they will suddenly drop stone dead before your eyes.
For this reason, you must take great care that you don't see anyone on the way to the trial, as the game will not be happy if it has to summon a corpse to the proceedings.
It is probably best to save before you enter Fawn, as mentioned above, and reload
if you see anyone croak on the way in.
If you can't make it work, look for Yelinda in Gorlab Swamp; then skip to 50.
A good tactic seems to be to keep to the right of the map as much as possible and follow the right edge of Fawn (i.e. anti-clockwise) until you get near the temple. This seems to keep you out of the way of critical people (Jorin, Alyssand) and you should be able to get through the trial.
48.
The trial should now proceed as normal, unless a critical person has been
Observed, and thence fallen dead. Lady Yelinda presides, minus her skin,
although somehow this doesn't make any difference to her portrait. Once the
trial is concluded, she goes completely insane if you speak to her.
50.
Give Yelinda the comb of beauty, then make your way carefully to the Fawn
Treasure chamber, then the Serpent Gate. You may notice that the game is now
becoming quite distraught: Jorin and company are not quite dead, and the
game will be interrupted by error messages as you move around the town.
In the Fawn treasure chamber, nick the Serpent Armour and anything else you fancy. (There is a fourth infinity bow.)
Now go back to Sunrise Isle again, via the Gate beneath the palace.
51.
Cross the bridge of fire once more.
Now we are going to wrestle with the Great Serpent of Balance, and steal one of his Eyes.
Go up to the teleporter. Make sure the Staff, Crown and Armour are in your backpack.. i.e. you are not wearing them. Also, we don't have the blackrock Order serpent.
Go through to the altar. Blue stuff will appear as the Great Serpent shows
his displeasure at the lack of Serpent Tat and banishes you from his sacred place.
Quickly, put the three Serpent Knick-knacks (staff, crown, armour) on the altar. This may take more
than one go, keep going through the teleporter until all are in place.
As soon as this is done, some very interesting things take place.
You may black out a couple of times, keep disappearing and you will likely see a lot
of green magical fluff. The Balance Serpent is not a happy bunny.
52.
If all has gone well, you should have not one, but two sets of Serpent knick-knacks in your bag.
Go through the teleporter once more, and you may even find a third set of kit, plus the Eye.
Take this kit and the eye. You will be teleported out. Now go back in, and stand before the altar.
Clear the candles off the table, and place a suit of Serpent Armour on it. As soon as the purple fluff appears,
press 'I' and place another suit of armour on top (they will stack). Again, press 'I' quickly to pause the game.
Now, place two Serpent Staves on the table. Place a crown on the table and pause with 'I' once more.. you may need fast
reflexes for this one. Assuming you make it, place a second crown on the table and the ritual will continue.
You will get teleported out again, and some of the stuff will disappear. You will end up by the doors, run though (this may not be necessary, but seems to help) and you should black out again. In the confusion you should find that another set of equipment has been created! Keep doing this to get as much kit as you want. It may amuse you to dress the entire party as Great Heirophants:
Now there's something else you don't see every day..
================================== 0. Free Gwenno. Resurrect Gwenno. Fix Gwenno. Un-resurrect Gwenno. 1. Get water * Water of Tolerance (Done) * Water of Logic (MK the automata, sift and bring back #7) (You are in a cave. There are six Automata, only one of which has the key. How many automata do you have to kill to be sure of getting the key?) * Water of Enthusiasm (can't build a bridge on the ice) * Water of Discipline (x2) with a ladder? * Water of Emotion * Water of Ethicality 2. CotWD. Get N barrels of gunpowder and blow away the doors. Fire traps in the throne room can be evaded by walking close to the wall. 3. Imprison Banes 4. Revive followers (can we have posessed followers in the party? YES) 5. Xenka, warrior priestess 6. Isle of Crypts, Serpent Eye. The false Choss heirophant (too cliched?). 7. Must have all the Serpent Knick-Knacks (Except the Ear-Rings??) 8. Sacrifice Dupre to Baal. Then bring him back by using the Hourglass in the WoL foyer 9. Bane Ritual at the Temple Of Choss 10. Endgame Ritual
----------------------------------
....cast vibrate on chickens. The meat and bones will be sucked out through the beak. Not a pleasant thought. The chicken however takes no notice and goes about its business. Put the chicken's interior in your food bag. This also works quite well on cows. The five legs dribble incontinently out of the body as it wanders around. .... ...use Create Automaton to give youself a new follower, preferably Rotoluncia's servant who tried to kill you. Today we're going for the evil biker look so dress him in leather and the Helm of Courage. ...soft stones that hardened, hard plants that softened... You should now be in the City of Chaos. Find and kill Vasculio and dump enough posessions to carry 3 crates which you should find to the south. Root around for the keys and go NE. Leave the area and go out into the NE plains. Find the City Of Order and enter. Kill the batlin-automaton and nick it's key. Nick the keys from the other dead automatons. Go E using telekinesis and findthe secret passage to the N. Go around, South and then W to get out. Find the secret door in the NE and go through. Now you are in the City properly. The library complex is in the middle, we need to get in. Build a staircase out of crates and bales of wool. You will need to go back to the entrance where the Batlin-Automaton was and go E, find 3 more crates and you should be able to finish the structure. Jump down the stairs and find the Automaton. Tell it you're the hierophant and take the staff. Put the staff on the green pedestal upstairs, and you'll be in the actual library. Read a few books and find the keys. Leave the library complex and find the exit to the SE. Go through and answer the riddle, Structure of Order.
(perhaps this should go on the generic Serpent page..)
If you have Midnight Mushrumps by Gryphon and you are very clever, it is possible to sync Batlin's death with The Ploughboy's Dream to amusing effect: The thunder roared from underground, the Earth it seemed to gape Blue flames broke forth and in those flames appeared an awful shape "SEE HOW I REWARD THOSE WHO FAIL ME!" ..with a voice so clear and deep, And quivering like an aspen leaf I woke out of my sleep..
This is going to involve some very strange stuff, so we need to prepare.
Beam off to Moonshade, and acquire one each of the following reagents.
Yes, I know we have the Ring of Shaal, just do it anyway.
You will need to get: Blood Moss, Black Pearl, Garlic, Spidersilk, Worm Heart and Serpent Scale.
Now get 15 loaves of bread or whatever and go to Gorlab swamp.
Give your spellbook, the Ring of Power, and the 15 bits of ladder to your followers.
But make sure the Avatar is carrying the reagents.
Turn into a snake
Now, go to the mad bloke's castle in the southwest.
Build a staircase of the fifteen loaves you brought and go down the battlement
stairs.
This is the part of the Dream Ream where you are most likely to be killed, so use extreme caution.
Find the mad bloke and cast Vibrate on him. Take the key.
Open the door and find the other key. Then go fetch the crystal.
If you keep getting killed by the mad mage, don't bother.. We don't really need to do that part.
<01.lbm> No, no. Move the fish closer to the corpses..
JM: I think I need to reprogram the Avatar, he isn't killing properly. IM: Make the Avatar go berserk JM: It doesn't seem to be an option. IM: Your followers are berserk though, aren't they? JM: I don't think so. IM: Well they seem pretty berserk.. they're all jumping up and down shouting 'KILL! KILL!'
Original page from www.it-he.org (and www.it-he.com)
Used with permission.
Copyright (C) 2002 Joseph Paul Morris
Fun things to do with the Ultima games http://www.it-he.com
Developing a U6/U7 clone http://ire.it-he.org