This is an Ultima V: Lazarus-related article or section. The information within may not apply to Ultima V or other Ultima games.


Shadow Lords concept art

Following here is help for the players who are stuck in Lazarus:



Now follows a complete walkthrough (with some minor modifications):

                        Ultima V Lazarus Walkthru/FAQ
                             Warriors of Destiny

                                   A FAQ by

                           Fabian “JetFable” Chung

                                 Version  1.0
                               June 19th, 2007

Note: This is a FAQ intended for the remake of Ultima V titled Lazarus (built 
version 1.2) based on the Dungeon Siege Engine. It is not intended for use 
with the original Warriors of Destiny. Though as many aspects of the original 
and the remake is the same, you can use this as a reference. 

Table of Contents

1. Foreword
2. Introduction and Various Resources
3. Installing and Starting the Game
4. Changes from the original Ultima 5
5. General Gameplay Hints and Bug Avoiding Tactics
6. Quick Walkthru Guide
	6-1 Getting started 
	6-2 Grapple and Sextant
	6-3 Mantras and shrine quests 
	6-4 Words of Power
	6-5 The sandalwood box
	6-6 The Crown
	6-7 The Sceptre
	6-8 The Amulet
	6-9 Getting the Shards and Destroying the Shadowlords
		6-9-1 Astaroth and Shard of Hatred
		6-9-2 Nosfentor and Shard of Cowardice (+ mystic equipments)
		6-9-3 Faulinei and Shard of Falsehood
	6-10 Wrapping up and Rescuing Lord British
7. Companion List and Rating
8. Reagent Shop Listing
9. Tainer Listing
10. Quest List
11. Easter Eggs
12. Acknowledgement and About the Author 


1. Foreword


While compiling this FAQ is indeed a work of my own, I’d like to give credit 
of most of its contents to numerous others who frequent the Lazarus message 
boards giving out help and hints. This FAQ is simply a compilation of the work 
of others, made available to newcomers or fans of this game alike as a 
centralized place to view that information.


2. Introduction and Various Resources

Ultima V: Lazarus is an exceedingly ambitious project 6 years in the making 
that greatly improves the graphics and sound of the PC version of Ultima V, 
done by Team Lazarus. It is a true from-the-ground-up remake of the gaming 
classic, Ultima V, including reworked music, art, story and dialogue that are 
of professional quality, while staying true to the original.

Various Resources: -- Lazarus’ homepage  -- Lazarus’ forum  -- to find out more about Dungeon Siege  -- Interview 
with Lazarus  -- the Anti-Walkthru of the malefic Avatar -- The Fall of Lord Blackthorn 
(companion fiction to Lazarus) -- The Tale of Captain Johne 
(companion fiction to Lazarus)  -- keeping track of all Ultima remakes -- Grail Quest’s 
Tasks Guides (which will also be duplicated here) -- my Review / Impression of Ultima Lazarus


3. Installing and Starting the Game

1) Get/Install Dungeon Siege

You must have Dungeon Siege 1 or Dugeon Siege: Legends of Aranna installed, 
and not Dungeon Siege 2. (By the way you can purchase Dungeon Siege 1 for 3 
bucks in Amazon marketplace, there's no reason not to do so if you don't 
already have it)

2) Update Dungeon Siege from Version 1.0 to Version 1.11.1462 (if you do not 
have Legends of Aranna)

You can get your update here:

3) Go to the Lazarus Website and download built version 1.2

4) Install the game

5) Download various mods and bug fixes (Optional but highly recommended) and 
place them in the Lazarus\resources directory.

Newest bug fix package:

Other various mods can be found in the forum:
or the Mod Guide here:

Recommended Mods (that enhances gameplay):
Quick Pocketwatch
Reduced food consumption rate
Ring of Reagents Mod

Install all other mods at caution, some don’t work well with others, and 
always, backup your save games before doing so. Mods can be deleted at anytime 
as well. The above are the only mods I have personally tried.

6) Start Lazarus from its own Desktop icon (and not Dungeon Siege), change the 
resolution to 1024 (which is necessary), consult the game manuals for details 
of controls and hotkeys (it came installed with Lazarus).

7) Improving Performance: If your machine meets the requirement to run Dungeon 
Siege, you will be able to boot up Lazarus, though not guaranteed that you 
will be able to play Lazarus smoothly even if Dungeon Siege runs like a breeze 
on your computer, because there are so much more detailed things in Lazarus 
the computer must keep track of. Recommended things to do are, don’t run other 
programs while running Lazarus, defragment your hard drive before running 
lazarus, turn off shadows and keep objects detail to a minimal, update your 
video driver, turn off music (though not recommended by me because music, well 
is one of the highlights in this game), if nothing works, contact tech support 
at the Lazarus Forums (they seem to respond fairly quickly).


4. Changes from the original Ultima 5


Updated graphics, gameplay, music, storyline, numerous sideuqests and 
easter-eggs added. Dialogues are improved and modernized, without typing. 
Battles are real-time and the game feels more like Utlima 7 meets Diablo, no 
more dual-scale maps. Dungeons are no longer 1st Person 3D (Thank Heavens). 
Not all monsters respawn, only the critters, and they respawn based on time 
passed, so no walking off the edge off the screen and coming back with more 
bandits like in Ultima 7. No magic carpet and horse riding in the game, also 
no naval battles with cannons and such (due to the limitation of the DS 
engine). No moon orbs for grabs for instant planting + teleportation to 
selected places. Quest related keywords can only be unlocked after certain 
quests, you can no longer ask for the grapple before you unlock the quest, and 
you cannot use Word of Power freely. This makes the game more fun, doesn't it?


5. General Gameplay Hints and Bug Avoiding Tactics


My first advice, is save often, and on different saves. Use your quicksave(F9) 
as often as possible, but not as the only save, also save on different files. 
Lazarus, not unlike the newer graphic intensive ultimas, are not without 
flaws. It crashes often and sometimes the frame rate will slow to a crawl 
(providing that you don’t have a state-of-art computer), yet, as far as I 
remember, it crashed less than Ultima 9, and my items never disappeared like 
it had with Ultima 7, so for a fan-made game, they got my appreciation. 
Lazarus is a hard game, so you will want to save often even if not for the 
bugs. The first thing you want to do is maybe set the combat to easy (from the 
options menu), that helps, and if you already did that in the start menu, you 
may have to do it again just to be sure (it didn’t work for me). Combat is 
hard in the beginning especially when the Avatar is weak. Your companion may 
disappear permanently when you leave them, I have run into that once. You do 
not want to leave them with key items. Someone suggested killing them and 
stash the body somewhere, my advice is, always leave them in the vicinity of 
the moongate, in my game they never disappeared. Avoid monster-spawning areas 
and populated areas (in towns and castles). Save before you ask them to leave, 
and never ask your favorite companion to leave. Ships never disappeared in my 
game, but I have heard that happening, plus if you leave your ship somewhere 
unreachable and use a gate scroll to teleport out, you may never be able to 
get back, so don’t leave key items and companions on your ship ever. Grapple 
and sometimes being sent to prison (by Blackthorn or by the Judge at Yew) seem 
to cause the game to crash. I like to grapple only when I am in the Bird’s Eye 
automap view (hit tab), it seems to create less problem than otherwise.

Teleportation scroll comes quite handy and they are abundant. So I would 
suggest using them after traversing a dungeon/underworld, or need a quick jump 
to another town, alternately you can and should use the moongate whenever 
possible, and also, you can die (and suffer a -50 exp) and get resurrected in 
Lord British Castle, a pretty quick way to travel to Britain I reckon, if you 
don’t mind the penalty in experience (which is a lot in the beginning). You 
cannot exploit the bug of dying and leveling up stat increase ala the original 
Warriors of Destiny. Rest often, you can camp outside town after you have 
gotten the bedroll, you do not need to spend money in Inns or post guards when 
you camp (you will never get ambushed). You get a random stat increase when 
Lord British visit you in your dreams and level you up. I have not paid 
attention (nor do I have the need) to which stat you get leveled up at so 
possibly you can save before you camp and reload if it is not to your 

Press “;” to often monitor your karma and also you can click on “x10” game 
speed button, which is useful when you are in town waiting for someone to wake 
up and talk to you, or waiting for the moongate to come, it is a way to 
emulate hitting the “pass” button in the past Ultimas. You should camp if you 
need to wait for more than 8 hours, or go do something else for god sake, this 
game is all about freedom.

Talk to everyone, and I mean everyone, from the weapon’s shop owner, to the 
barmaid’s grandmother, and even Iolo’s horse (and I am not kidding). This game 
is fully appreciated only when you don’t rush through it and talk to everyone 
(watch out for Easter Eggs !). As the various citizens in town follow their 
own schedule, sometimes it is very hard to grab everyone’s attention in one go 
even if you have visited every huts. I always suggest waiting inside the 
tavern (everyone seems to need to eat) around the eating hours. You can 10x 
the time and watching people come by, those who you haven’t talked to are 
labeled strangers (usually, but I have run into about 1% of population that 
their names don’t stick, and usually the should-be-strangers sometimes will 
have their name labeled when they sleep). If they won’t talk to you in the 
tavern, you can stalk them back to their home. There’s a lot to read from 
dialogues in Lazarus, and you should spend the time to read them. 
Unfortunately, time passes when you read, and the person you talk to might 
have resumed his/her routine and also other citizens maybe out of reach. This 
is my personal preference, I like to time-freeze when I talk to people (hit 
space to pause). You can still go through the whole dialogue without time 
passing, this is useful to grab all the citizens in conversation before they 
leave. Sure the excellent ambient music goes away, but that’s a small price to 
pay for. Also beware when they give you item, it will be dropped to the 
ground. When selling stuff, use the “ctrl” key and mouse click to quick sell 
the items, it saves the pain of dragging it back and forth. Watch the time, 
watch the moon phases, if you installed the mod, you just press “J” for the 
pocket watch, which saves you a lot of pain, because the journal isn’t used at 
all in Lazarus (which there was one though)

Combat. Combat is never really the highlight of the Ultima series, while 
certainly not a highlight here as well, it is way better than all other 
Ultimas, thank to Dungeon Siege’s Diablo-like engine. You set the Avatar and 
the companions to attack, defend, or hold fire, which target to attack (I 
usually set it to attack close targets), or you can manually target them. The 
spacebar is your friend, you should know that if you have played Baldur’s 
Gate, after you pause you can still issue commands, heal, drink potions, stuff 
like that, and you should do that. This is not Diablo so you won’t get many 
potions, the heal spell is your best friend, so keep track of your reagents, 
and if you installed the reagent-free spellcasting ring mod and can afford it, 
you can spam more spells at your leisure. Mages are considerably weaker in the 
beginning game, because of your lack of funds for reagents, lack of levels for 
powerful spells, and in general just lack of mana. I would suggest a 
fighter-type build Avatar (or something similar), so answer your gypsy 
questions accordingly (lean towards valor, sacrifice, and honor), having a 
higher strength is useful for carrying loot as well. If you need mages you 
will have more than an adequate supply of companions. I do not think 
Intelligence level affects spell damage (correct me if I am wrong), if it 
does, it is minimal, but strength is what you need. Mages are still very 
recommended late game (Mariah and Captain Johne are useful here), fireball 
spells work much better than the crossbows. Hunt all the time and keep track 
of your food, install the food consumption mod to play the game with less 

Play the game any way you want to. You are the Avatar. Be an evil Avatar and 
slaughter the lambs, plunder the villages, if you feel like it. Thank to Team 
Lazarus you can now finish the game via the evil path (kind of like Knights of 
the Old Republic), so play any way you want to. Karma can be bought, and 
almost entirely not necessary (though I think your companions will leave you 
if you have very low karma).


6. Quick Walkthru Guide


This is the path of the Resistance (or the least resistance), assuming you 
want to be a good Avatar and save Lord British. U5 is about freedom so you can 
always do things out of order, and don't have to follow what I did. This 
walkthru takes shortcuts through the majority of sidequests, so for those who 
wants completion please visits the sidequest section. If you are unfamiliar 
with Britania locale I suggest you download a spoiler map from the Lazarus 
Forum (the spoiler section), there are other maps included but I felt 
unnecessary to use any of them. Dungeons are mostly straight foward so I will 
not include detailed walkthrus, but only points of interest.


6-1 Getting started (Gain Karma, Fill up your party, get a bedroll, level up)

The avatar starts off at Iolo's Hut, with Shamino and Iolo at your side. This 
is the only time your companions prompt you, though I wish they would do that 
more often. I take Shamino's suggestion to go to Yew, just follow the road NW 
from Iolo's Hut to Empath Abbey. Here you can start off by talking to 
everyone. Recruit Julia. Recruit Toshi if you like, but for my first time I 
missed him and skipped him altogether. If you have Julia, you don't need theif 
apprentice Toshi. Getting Shamino healed is one of the things you should do 
there as well. Talk to Lord Michael and you can learn about the demon in the 
desert (vital to the shard quests). After you have exhausted Empath Abbey, 
travel to SE to Britain to pick up Gwenno. You will most likely get waylaid by 
bandits, practice your fighting here and loot them. Buy a bedroll in the 
provision store in Britain, you need that to "Hole up and Camp", sell your 
loot. Remember to keep track of your rations. I try not to buy anything 
(except reagents). You can hunt creatures in the woods. Force Attack (press A) 
to hunt non-hostile creatures and click on their bodies for meat. You start 
with 75 Karma and your first priority is getting it to 80. Try not to steal 
anything (if you are not comfortable with navigating you may steal something 
accidentally, I suggest reloading if that happens, save often, and be careful 
where you click). Any side quests will likely gain you karma. consult the 
sidequest section if you like to complete the quests, but I will not mention 
them here. Gwenno mentions a person you need to meet in the orchid, that will 
start you off on the Resistance quest, in this walkthru you do not need to 
complete the Resistance quest but you need to join it nevertheless to get 
things started. Speak to Terrence, and he will direct you to Yew. At this 
point you have a lot of choices where to go, you can explore Lord British's 
castle and Cove and go to the Shrine of Compassion but I would leave that all 
for later.

Head to Yew. I would follow the road here (from Iolo's hut to Empath to Yew), 
but you get try going through the wilderness, depends on your skills and 
combat settings, its possible to die a lot, but you need the experience. Speak 
with Chamfort in Yew, he's in the smithy and will only talk about the 
Resistance when he's in private. With the Resistance Key and Password you can 
enter the secret hideout from his fireplace. Learn to zoom in and mess around 
with the camera angles here, it's very hard to see. You can use the fireplace 
to enter the resistance hideout here but I prefer getting myself arrested. 
Talk to the judge and get thrown in jail. Here you can pick the lock on 
Jerone's cell and open the secret wall. Go to Resistance hideout and speak to 
Landon to join the Resistance. You can get Jaana here but I left her alone. 
Landon will give you some quests, and saving jerone will most likely get your 
karma to above 80, thats all you need at this point. There's a word of power 
here in the jail (consult section 6-4), but you can skip it for later. There 
are a few things you can do in Yew, pick up a bed roll if you haven't done it 
yet. Buy reagents at the magic shop. Make sure you can cast 20 - 30 heal 
spells, that's all you need at this point. Visit the shrine of Justice and 
speak the mantra (all mantras are located in 6-3). You can get the mantra from 
certain townsfolk but assuming you played the Quest of the Avatar, you already 
know the mantra (well the game does let you cheat a little). You need to speak 
to all the shrines so as long as you are in the vincinity of one, do it. The 
rune is there for grabbing but you don't need it (it sure does bring back good 
old memories from Ultima 4). I grabbed it anyway :) Type in the mantra for 3 
cycles to get the shrine quest. In Yew there is a certain woman who let you 
sell the mantra to her, yes, she is evil, but feel free to do it anyway 
because the Avatar is gullible and will not result in a karma loss. For every 
mantra you sell the shrine will become corrupted, but you can heal it with the 
word of power (which you need anyway), healing a shrine naps you +50 xp. Its 
worth doing.

Go back to Britain once your Karma is above 80. Find Annon in Britain and 
learn about the Counsellors. Annon can be found in the wine cellar during the 
daytime. You can gain access to his secret hideout by manipulating the torch. 
Alternately you can find him at night in the Wayfarer Inn (he's only 
upstairs). Yes you can wait for him at night but whats the fun in that? He 
will check your karma before revealing the scret. This is the only time the 
game checks your karma as far as I know. After this you can pillage and 
plunder, but hay, we are trying to be good avatars. Learn the word of power 
from Annon.

You are free to do whatever you want now. Visit Cove and the shrine of 
Compassion, if you corrupted the shrine you can now restore it. Your priority 
is to gain levels before tackling the dungeons. Before doing this though I 
would suggest getting better fighter type companions. My favorite one is 
Katrina, she starts at level 5, and she's pretty to look at. Mariah is also 
recommended but she's a mage so she's weak in the beginning when you have lack 
of reagents. I suggest making getting Katrina your first priority. You 
probably have no money to get a ship at this point and no gate scroll. Learn 
how to use the moongates. The moongates and the corresponding phases are found 
on the cloth map carried by the Avatar (or you can use your spoiler map). Use 
your pocket watch to read the moon phases. Each night the moongate only goes 
to 3 places, at 12 to 1 am you go to the shrine of Spirituality, go do that 
and get your shrine quest. Before 12 am you read the moon on the left, and 
after 1 am you need to read the moon on the right. It seems confusing in the 
beginning but it ain't rocket science. I would get Mariah and Katrina (feel 
free to leave off Gwenno or anyone else). Like what I hinted above, your 
companions may disappaer when you leave them, I would leave them at moongate 
vincinity for easy access, and they never disappeared at moongates on me. But 
save before you do so. When you visit other towns feel free to do the quests. 
If you talk to everyone quests come naturally, you don't need to resolve them 
right away. Get the words of power if available for that town.

Once you have your most-fit party, at this point I use the Avatar / Katrina / 
Julia to tank, Shamino / Iolo / Mariah as range fighters. Mariah is not good 
with a crossbow but she will die off easily if you put her in the front, she 
needs spells but use your reagents sparingly. Your first prioty is to level 
up, gain money, so you can get a ship, you also need the reagent ring (if you 
installed the mod), you can buy the one that give 1 person reagent-less spell 
casting for 1400, don't worry, you can sell it for the same amount of gold and 
get the party one for 5000. If you think that's gamebreaking you don't have to 
do that at all. But I personally think its convenient. You don't need to train 
for any skills yet, you have no money to do so. Melee skills hardly make a 
difference, you would need recovery for Katrina. She has heaps of HP but she 
won't be able to recover all of them even sleeping for 8 hours, but at this 
point she will be the strongest fighter. Once you have extra money, 
channelling and duration spells for mages, lock-picking and trap detection are 
the first priority. I dumped Julia a quarter into the game so I would give 
lock-picking to Iolo. Channelling give you faster MP recovery and duration 
give you longer spell effects (handy great light) so you will need that for 
Mariah, but before all that you need a ship. Go north of Britain through 
Serpent Pass. There are heaps of critters there you can use to train. 
Remember, you can only level up after you camp. Take note at the top of 
Serpent Pass there's somewhere you can get loads of glass swords (instant kill 
but shatters on impact), but to get them you get the grapple so we'll come 
back to that later. 

Make Despise the first dungeon you will want to visit. Its not the easiest 
dungeon (I personally think they are more or less equal in difficulty), but 
its the one that gives you the best equipment right away. Finding Despise is 
not a easy task. It lies on around the east area of the mountain ranges north 
on Britain, from North Brittany, you can travel along the bottom of the cliff 
NE until you hit the orc camps (you won't miss it). Alternately you can first 
go through Serpent Pass all the way to the exit on the north, then travel SE 
along the edge of the cliff. If you have difficulty plundering the orc camps 
then you are not ready for the depths of Despise, train some more, but if you 
can get thru with some ease then you are ready. Find the entrance and speak 
the word of power you learned from Annon. Know that if you are strong enough 
to get to the bottom, you can pick up an a very good extra companion. But you 
won't be able to do so if you already have 6 in your party. At this point I 
would suggest going in with all 6 and make a 2nd trip here later on. You need 
the exp and manpower.

If Despise doesn't have the easiest monsters, it's the most straight forward. 
Your only priority is to go down. In the original ultimas, each dungeon has 8 
levels. Since the levels are interconnected here I won't be keeping count. You 
absolutely cannot get stuck here. If you can't see openings, turn the 
brightness degrees higher, or you can use a peering gem to look at the map 
(but I rather sell them). Loot everything when you are in the dungeon. If you 
are encumbered you do not need to pick up the sucky equipments. They only sell 
for 1 or 2 gold piece, while handy in the beginning, you don't need it, gems 
and gold bars and most importantly, scrolls, are more crucial here. There are 
a lot of reapers here and they will charm your party, and this point you can't 
counter it, one way of running away from being charmed is keep your party 
moving, if you keep moving the charmed person won't attack, just wait it out. 
Once you start approaching the bottom you will be seeing dragons. You should 
be good enough to take them on. If you are not I suggest running through them, 
and looting the place without fighting. There are magical equipments here 
which you absolutely need. Head to the underworld (you will know when the game 
autosaves). Here you can find Captain Johne and learn his story about the 
shadowlords, Captain Johne is an excellent character here but you may or may 
not want him right away. He's stronger than Mariah in any way, with higher str 
and int, and he's not too bad with a sword. I suggest coming back for him 
later if you party is already full. Use a gate spell to get back to Britain.

You probably have enough money at this point for a lot of things, after you 
dump all your loot at the shops. Your first priority is getting a deed for a 
ship, this you can get at the shipwright in Britanny (Master Hawkins). 
Alternately you can gate to Jhelom and get it there (and a few other places 
too), but the cheapest ship is 600 bucks, you don't want one more expensive 
than that. Your next priority is getting a reagent-less casting ring, depends 
on how you want to play the game, or you can just buy a lot of reagents, but I 
prefer the painless ring. You can't afford the 5K one so just get the cheaper 
one, in Lord British Castle, and let Mariah or Johne equip it, until you get 
affrod the 5K ring, you probably dont want both Mariah and Johne in your 
party. Getting any above mentioned skills are the 3rd priority. You would want 
Katrina to recover normally first.

Now you are ready to tackle the world. You can do things in any order you 

6-2 Grapple and Sextant

The Grapple is essentail to finishing the game, you will want it. The Sextant 
shows you your coordinates let's you see the location from your party on your 
map. Not excatly neccessary but helps you a lot. You can also get coordinates 
here but I don't find that very helpful.
After you bought a ship, sail to Buccanneer's den (Southeast island from 
Britain, Northeast from Trinsic). Now the ship navigation will need a lot of 
getting used to, it leaves something to be desired, but the fact that Team 
Lazarus squeezed this into the DS engine is a miracle all in itself. I always 
navigate via the automap and never the normal screen. Pick your direction and 
go from there, stop your ship when you want to change the direction, its a bit 
annoying when you sail along the coast because it will stop at every inch the 
ship moves. But as long as you know where you are going, you will soon breeze 
along the wind. At least docking seems quite convenient. Find the dock icon 
(which is possibly easier seen on the regular screen than the map). Calculate 
your route before travelling, like a real navigator. When you have the Sextant 
is not nearly as bad as it is.
In Buc'S Den go to the local tavern, talk to Dalgrin about the barmaid of the 
inn (Tierra). Dalgrin will only talk about other people when he's not in the 
tavern. So find him during the day on the docks (before he goes to the 
tavern). Dalgrin suggests you to give Tierra a drink, go to the tavern, give 
her a drink until she talks about bidney and the grapple, talk to bidney again 
about the grapple.
Bidney gave his grapple to Lord Michael in Empath Abbey, so sail back and ask 
Lord Micheal about the grapple.
But before you do that, you can also talk with the bard about he sextant after 
he sang a song about it (You need to pick the right song from the lsit). Then 
go get the sextant from David in the lighthouse south of Trinsic.

6-3 Mantras and shrine quests 

Spirituality: om
Valour: ra
Sacrifice: cah
Compassion: mu
Justice: beh
Honesty: ahm
Honour: summ
Humility: lum 

Now vist every shrine there is, speak the mantra.
Go to the codex once you have visited all the shrines, the dock to the codex 
is located at the southern tip of the isle (as opposed to the western gap 
which you can't get in). You can do this all in one go, so don't make multiple 
trips. Once you have completed all 8 shrine quests you get the last word of 
Re-visit the shrine to get permanent stat boosts and xp. This is optional, but 
I suggest completing it with your final party you would want to complete the 
game with at this point to get everyone stronger.

6-4 Words of Power (Thanks to those who posted at the forums)

If there are ways to get into dungeons without the words of power, I am not 
posting it here, believe me there are. But you probably have more fun finding 
them, or finding them out on your own.

-- Despise: vilis
Opposes: Compassion (Britain)
Located: In mountains north of Britain

Obtained from: Annon in Britain. Find him upstairs in the Inn (The Wayfarer) 
between the hours of 9pm to midnight and 1am-6am. He is downstairs from 
midnight to 1am. During the day, he can be found in his secret hideout in the 
wine cellar. Light the torch bracket in the back to gain access.

Prerequisites: You must have 80 karma to get this word. Since you start the 
game with 75, I advise you to get this one as soon as possible. Completing 
quests, donating money to shrines, giving money to the beggar in Minoc, these 
are all ways to gain karma.

-- Deceit: fallax
Opposes: Honesty (Moonglow)
Located: Small island north of Moonglow

Obtained from: Malifora in Moonglow, the gypsy who lives outside town.

Prerequisites: None. Simply speak to Malifora by her tent outside Moonglow.

-- Destard: inopia
Opposes: Valor (Jhelom)
Located: West of Trinsic

Obtained from: Goethe in Jhelom. He wanders on the streets of town between the 
hours of 6am and 8pm. He wanders from around the shipyard, to the inn, to the 
stables, back to shipyard. Note that he speaks some words backwords (I guess 
you don't need to pay attention here since there's no typing involved here).

Prerequisites: Thorne and Trian in the Inn lead you to Goethe. Obtain the 
mantra from Thorne, and he tells you to speak to Trian about Destard. Trian in 
turn points you to Goethe, who will happily tell you the word.

-- Wrong: malum
Opposes: Justice (Yew)
Located: In mountains on peninsula west of Minoc

Obtained from: Felespar in jail in Yew. To gain access you can either enter 
the main way, or go down the elevator in the fireplace in the smithy and 
navigate through the sewers to the jail.

Prerequisites: You must know the password for the Resistance. Speak to 
Terrence in the orchard in Britain, who sends you to Yew's Chamfort. Chamfort 
is outside the smithy in Yew.

-- Covetous: avidus
Opposes: Sacrifice (Minoc)
Located: Just south of Minoc

Obtained from: Fiona in Minoc. She runs the poor house.

Prerequisites: Speak to Fiona in the poorhouse. Then speak to Fiona's daughter 
Rew who is in the tent by the shipyard. Finally, return to Fiona and she will 
give you the word of power if you mention Rew.

Alternate: After getting the Word of Power from Annon, he tells you of Fiona 
in Minoc. You do not need to seapk to Rew at all.

Note: Minoc is a fun place. I absolutely will not pay the guards, unless you 
have the black badge. You can kill them and suffer karma penalty, you can let 
them chase you around or alternately go solo and invisilbe your way around 
(pause when you talk to the citizens).

-- Shame: infama
Opposes: Honor (Trinsic)
Located: In mountains SW of Britain

Obtained from: Sindar in Trinsic. He wanders the streets (not the walls) 
between the hours of midnight and 3am.

Prerequisites: First, speak to Annon in Britain (see Despise above for his 
location) and learn about the great council and the words of power. Then, 
speak to the healer in Trinsic about Sindar. She'll mention that he was a 
Great Councilor. Finally, wait until midnight and speak to Sindar to get the 
word. Sindar sleeps in the healer's house before midnight, you can wait there 
and stalk him.

-- Hythloth: ignavus
Opposes: Sprituality (Skara Brae)
Located: Isle of the Avatar

Obtained from: Hassad in the prison in Blackthorn's Castle.

Prerequisites: Speak to Kaiko in New Magincia to learn about Hassad's fate. 
You need the password to the Resistance to get Hassad to speak about the word.

-- Doom: veramocor
Opposes: Humility (New Magincia)
Located: In Underworld.

Obtained from: Codex of Ultimate Wisdom

Prerequisites: Complete all 8 shrine quests 

6-5 The sandalwood box
Go to Greyhaven (south of Trinsic) and talk to Sir Kenneth. He will teach you 
some chords and drops a sheet of music. He is only available during the day 
time on the bottom the light house playing with the piano.
Then go to the top of Lord Britsh's castle in Britain. Play the chords on the 
piano and the secret door will open.
Grab the box. Beware you may need to sneak around on top of the castle. Play 
Metal Gear here or use a invisibility ring, if you get warned by the captain 
of guards (but not the guard, the guard ignores you) the 2nd time you will get 
a karma loss if you resist arrest. I don't know that if you follow the 
resistance quest you maybe able to talk to him about your quest, but I am not 
entirely sure here.

6-6 The Crown
The Crown is sitting in the room on the top of Lord Blackthorn's castle (its 
right next to the Isle of the avatar). Just walk up and grab it. Now before 
you do this, depending on how you want to play the game, you may want to 
finish the resistance quest or get up to the point where you infiltrate the 
Oppression, or simply you may want to join the oppression. The crown is handy 
to have, and you may not want to wait till then if you want to skip the 
sidequests. The guard in front of the castle will stop you from going in, 
unless you have the black badge from the Oppression side quest, there are a 
few ways to get around that. The easiest way would be to go solo, let your 
companions wait by the docks. Have the avatar wear a invisibility ring, go 
through the guards and the demons. Grab the crown on top of the castle. Here 
you can also visit the prison and talk to a few prisoners here. Speak to 
Hassad to get the word of power. There's a companion you can recruit here as 
well but I'd forget him if I were you. Do not speak with Blackthorn at all 
costs. If you want to check him out, save before you do so. You can get a 
different reaction from him if you wear the crown.
Now the crown is useful equipment. When worn, it negates all magic (even your 
own). It makes defeating shadowlords, liches, reapers alike a breeze. You 
would want to tactically equip and unequip it. Learn to abuse it.

6-7 The Sceptre
On top of Stonegate, the coordinates are 32° N and 14°but you don't need that. 
Go there from Cove, head NE. There are 2 mountain ridges there, you want to 
get on the eastern side. Just find Grapple points and grapple your way 
through, trust me, you can't miss it. A demon there will affront you and give 
you a riddle, the answer is "virginity", so give that to him (laugh)... and 
get the exp bonus. But he will attack anyway. Actually if the shadowlords are 
there, he will also attack the shadowlords. There are a few things you can do 
at this point, if you already have the crown, wear it, and pummel the 
shadowlords. If you don't have it yet, taking on 3 shadowlords may be too 
difficult for you (even 2 was hard for me), but you are welcomed to try. I 
would play Metal Gear again (I mean sneak approach), dump your companions 
nearby and go solo with an invisibility ring. Who would have thought the 
shadowlords can't detect your presence, oh well, I guess invisibility rules.
Alternatively, if you already vanquished all 3 shadowlords, Stonegate will be 
empty. You can wait till then to get the Sceptre, but really, whats the fun in 
Now the Sceptre is also handy equipment, with it you don't need the dispel 
field spell. Just equip it, and force attack (press A !) the magic field.

6-8 The Amulet
It is the in the Dungeon Destard, before that, be sure you already got the 
word of power to open that, and you need the grapple. Theres a bug (or is it a 
feature) with Dastard's entrance, even after you speak the word of power, you 
wont be able to get in. Some extra boulder is in the way, you can force attack 
it with range weapon, equip your whole party with range weapons and press A 
until you clear your way (thank the people at the forum for clearing that up)
Go all the way to the bottom, you don't need much directions here (I could 
post them but they would be harder to read than actually, playing), but its 
considerably harder than Despise. Once you get to the underworld, there are 2 
ways to get the amulet, there is a closer way which you will likely miss 
anyway, so just get to the waterfall and keep grappling downward, there's 
somewhere you can walk at the edge of the screen and cliff (its fun to watch 
but you can't get anywhere). If you get to the swamp room you know you hit the 
right place. Find the room with the "Lord British" theme song, and grab the 
amulet. Read the gravestones if you like. You most likely want to gate out at 
this point instead of walking back.

6-9 Getting the Shards and Destroying the Shadowlords
Now before getting to this part you may want to finish the resistance quest 
and infiltrate the Oppression, If you kill the shadowlords you cannot get into 
the Oppression. Read on if you like to skip it. You can always obtain the 
shards and kill the shards first and kill the shadowlords later, it is your 
choice. You need to learn the names of the shadowlords and kill them by 
summoning them at the flames (the 3 castles) by destroying the shards. 

6-9-1 Astaroth and Shard of Hatred
You need to first find Sin'Vraal the gargoyle in the desert, only after Lord 
Michael in Empath Abbey mentioned him. You should be able to find him south of 
the shrine of sacrifice, there's a house there and some gargoyle statues, you 
can't miss it. Talk to him and learn the name.

Now there are 2 ways to get the shard, dungeon Wrong or dungeon Covetous. 
Covetous is accessible off the cliff from Minoc (grapple points). Now I would 
personally go through they both just for kicks, they are both fun dungeons. 
They are interconnected in the underworld, but you can't get in from one and 
get out from the other unless only after you have cleared them both. I would 
just clear one and do your business in the underworld, gate out and clear the 
other at a later time). Pick one, to me Covetous is more fun (but with harder 

Wrong -- its straight forward but you don't want to miss the keys. First get 
the guard's key. Open the locked door then you get the cell key, which leads 
you to another locked door and you can get the Cellblock key, the last one is 
the Daemon's Key, and you can get into the underworld. If you encounter locked 
doors which you can't unlock yet in this dungeon, keep going, then backtrack 
and study your automap, its very hard to miss the keys.

Covetous -- I like this dungeon more because well, it has more puzzles and you 
can learn about the history of the Minoc kings. Here you want to obtain 
soulstone 1-5 in each level (they are usually in boxes so don't miss it), and 
you also want the book 1 - 5. At the bottom you will get to a room which 
involve pressure plates in front of statues. The book titles give you enough 
hints for which soulstone to put on which plates. Just throw it on there, 
believe me, its easy to figure out, and you can also use trial and error.

Now you can't get lost in the underworld, its a big circle, if you get out 
from Covetous and get to the bottom of Wrong then you know you've missed it, 
its somewhere in between. Yes you need the grapple so look out for grapple 
points. Now go back to Empath Abbey, and get to the flame, click on the flame 
and you will know what to do, make sure there's nobody around because they 
will attack the shadowlord (oh gosh what are they thinking) and they may, you 
know, die. Click on the flame again to destroy the shard.

6-9-2 Nosfentor and Shard of Cowardice (+ mystic equipments)
Hyloth, in the Isle of the Avatar, you can go there before or after you go the 
codex. I suggest you dock SE of the Isle. You will grapple you way to Hythloth 
(depends on where you land, you may not need to use it at all), it isn't that 
hard to find. Hyloth is pretty straightfoward yet again, until you get to the 
creepy room. It brings me memories of Silent Hill. I won't spoil the surprise 
here but you need to find a secret button, its near the door, if you have 
learned to zoom in and roate the camera at this point you will have no trouble 
to find it. Keep going down until you are stuck again, you will see a bellow 
here and keep using it until it blows up a hole, here there's a secret passage 
behind the tapestry, that's all you need to know here and you won't get stuck. 
When you are in the underworld, do not miss the place where you get mystic 
armors (there are 6 of them), mystic swords and this godly staff I gave to 
Mariah. This is guarded by a big dragon you can't miss if I remember 
correctly. After you get those things you will own all monsters that are 
thrown at you. I was told that Enilno the Quicksword (sword in stone) is also 
here but I didn't see it. Find the shard of cowardice, its in a room with red 

After that sail to Serpent's Hold, there's a blockade outside if you haven't 
broken it yet. The oppression guards don't attack you though. Talk to the lord 
of the keep and he'll give you the name Nosfentor (does it remind you of 
dracula?, Nosferatu? Get it?) Go down to the basement to use the Flame of 

6-9-3 Faulinei and Shard of Falsehood
You are supposed to follow sidequests which involve trips from Lycaeum to Cove 
but I believe  you can skip it and grab the shard regardless. Head to Dagger 
Isle and Deceit. Now this is a more open area dungeon and not as straight 
foward, but still, impossible to get lost, go to the bottom until you get to a 
caverns with dragons around. There are some nice equipments to grab and you 
will smoke the dragons with your current strong weapons. Theres an outer rings 
which surround the caverns filled with Goblins, believe me, you can't miss 
those green nasties. When you get there, you should be able to find a tunnel 
in the SW that leads to the underworld. That may be easy to miss, but just 
walk around outer ring edge until u find it. Navigate via the auto map if you 
have to. In the underwolrd theres an island in the lake somewhere, its really 
easy to find just like all the other shards. Well you would have to walk back 
here unless you want to miss your boat.

Go to Hogwarts, ahem, I mean Lycaeum, talk to the Lord of the keep and he'll 
tell you to meet him at midnight. The flame is accessible from the 2nd level 
but its not easy to find, but if you wait at the libarary before midnight and 
let time fly you can watch the lord of the keep get up. Did Harry Potter not 
teach you anything? Here you must learn the name Faulinei (is that eddible?) 
from the Flame first. Repeat the shadow summoning and shard destroying ritual.

6-10 Wrapping up and Rescuing Lord British
We are almost there, do whatever you want to do before that. I would suggest 
visiting Bordermarch (south of Skara Brae) for kicks, there you can witness 
and important event of the resistance vs oppression (depends how far you got 
on the quests), and you can find Dupre. But none of this is necessary, just 
fun stuff. You may also want to find the Oppression headquarters (North of 
dagger Isle, windemere keep), but there's nothing to do there, you will get 
attacked on the spot if you don't have the black badge. You can visit Farthing 
(SE of Jhelom) and there you can upgrade destruction magic skills on your 
mages. Visit the shrine for stat boosts if you haven't done so.

The easiest way to get to Shame is to sail East from the top edge of Skara 
Brae isles, park there and go east between the mountains to get to shame, 
alternately you can walk from britain. Shame is where the swamps are, you 
can't miss it, just like you can't miss anything else in this game. There are 
some really nasty traps here, you will have a easier time if you take Julia 
with you, but that's not necessary, this is the only place where the trap will 
kill you in this game, but if you move slowly you can see them and disarm them 
with magic. There are multiple paths down but some are deadends. Its 
impossible to get stuck here. There are no puzzle solving and secret doors and 
buttons, just backtracking.

Once you get to the underworld you can find a grapple point to get to where 
the dungeon entrace of DOOM is. If you completed the shrine quests you have 
the word of power to get in. Doom is considerably harder with a lot of 
nasties. Wear the crown when you fight and you will breeze though like the 
wind of death. You may get stumped here. I'll give you a hint. Somehwere 
theres a long spiral staircase to go down with dragons and nasties and 
goodies. You don't need to go down there but you can. on top of the stircase, 
zoom in, there are some cracked walls with levers (there are 2 of them), 
activate both. They open some doors on islands in between lavas, you won't 
miss them (you might have already passed by and got stuck there), so backtrack 
and go down. Kill everything here and some trapdoors will open and you can 
continue your merry way down. When you get to a room, will, you will know what 
to do. Go save Lord British, and viola, you are done. Be sure to enjoy the 
credits (turn the music all the way down).


7. Companion List and Ratings

(taken from original U5, stats for Lazarus unconfirmed)

Name      Sex Class    C S  D  I  MP HP  MHP EXP L
Shamino   M  Ranger    G 20 22 16 00 005 060 167 2 (start)
Iolo      M  Bard      G 19 21 17 08 090 090 249 3 (start)
Mariah    F  Mage      G 12 20 22 22 002 090 278 3 Lycaeum
Geoffrey  M  Fighter   G 24 21 16 00 090 090 260 3 Buccaneers' Den
Jaana     F  Druid     G 15 17 21 21 060 060 142 2 Yew (Resistance HQ)
Julia     F  Tinker    G 21 19 18 09 060 060 138 2 Empath Abbey
Dupre     M  Paladin   G 22 18 16 00 090 090 268 3 Bordermarch
Katrina   F  Sherperd  G 22 21 18 00 150 150 800 5 New Magincia
Sentri    M  Fighter   G 23 20 19 00 060 060 101 2 Bordermarch
Gwenno    F  Bard      G 17 22 17 08 090 090 234 3 Britain
Johne     M  Mage      G 14 20 24 24 090 090 206 3 Ararat (under Despise)
Gorn      M  Fighter   G 21 19 15 00 060 060 134 2 Blackthorn's Castle 
Maxwell   M  Fighter   G 21 19 14 00 030 030 042 1 Serpants Hold
Toshi     M  Thief     G 17 21 16 08 030 030 064 1 Empath Abbey
Saduj     M  Fighter   G 21 26 20 10 120 120 541 4 Lord British's Castle (Top 

Note :
All non-fighter class can cast spell


Katrina - S -  The ultimate tank machine, start off at level 5, the most 
beautiful portrait, needs recovery skill. For some reason her not having the 
recovery skill trained means she is worse at recovering than others who don't 
have it at all.

Captain Johne - S - The ultima spellsword, enough said, I like to use core 
members I made an exception for him, plus he has pimping good looks to go with 
it (looks like a stage magician with the black hat) and personal vendetta with 
the shadowlords (good background story).

Iolo  - A -  The good archer throughout the game, give him jimmy skill so he 
can unlock most chests for you, can't go wrong with the core member. He's 
occasionally whiny but he looks like jesus (equip him with the white robe)

Shamino - A - Can't go wrong with the young version of Richard Garriot, good 
with both bows and swords.

Mariah  - A - If you want 2 mages, have her along. If you only need 1, you are 
better off with Johne. Still, beautiful to look at. Make sure you train her 
channeling and duration.

Julia - A - reminds me of a good catholic schoolgirl. I like her with a 
halberd and good tanker in the beginning, her detect trap skill will save you 
some headaches in the dungeon Shame. She's better at detection even without 

Gwenno - B - nothing personal, you will need her in the beginning, she's an 
Iolo clone basically, so you only need 1 old windbag to drag around with. 
Nothing to say about her portrait, it IS based after a real person, and she's 
married already. I prefer Iolo over her.

Dupre - C - a well rounded fighter, basically another avatar, I already have 
one. Probably not a very bad character, but by the time you get him, you are 
better off without him

Geoffrey - C - have good strength to start with but I prefer Katrina

Jaana - C - never find a use for her, she reminds me of a certain mom from a 
TV show.

Gorn - C - he gets a C for being naked in prison, and I prefer core members

Maxwell - C - nothing remarkable and not a core memeber

Sentri - C - nothing remarkable and not a core memeber

Toshi - D - not useful at all while you have julia

Saduj - D - gets a D by being ugly and evil. You may want to pick him up going 
through the Oppression path, he has some special events with him, he may 
betray you and jack your items if you are on the good path and the right 
conditions meet.


8. Reagent Shop Listing 


Taken mostly from the form, thanks to the people there. I have not confirmed 
this on my own. You probably don't need this if you are using the reagentless 
casting ring, which I highly recommend, just for a easier time and enjoyment 

Cove (sold by Enlo):

Black Pearl
Mandrake root
Nightshade mushroom
Spider silk

The Lycaeum (sold by Virden):

Black Pearl
Mandrake root
Nightshade mushroom

Moonglow (sold by Nilrem):

Mandrake root
Nightshade mushroom
Spider silk

Skara Brae (sold by Toama):

Sulfurous Ash

Yew (sold by Pendra):

Spider silk
Sulfurous Ash


9. Trainer Listing


Again, thanks to the people in the forum

Trainers by location

      Britain (E): Battle Focus, Recovery

      Britain (NW): Detect/Disarm Traps, Jimmying, Rapid Strike

      Farthing: Destruction, Duration, Impedance
      -- Temme in the basement library.

      Jhelom: Battle Focus, Death Blow, Recovery
      -- Thorne in the back of the tavern from 8am-5pm. He does not train from 
	 the hut with the sign "Trainer".

      Minoc: Detect/Disarm Traps, Jimmying
      -- Lyvia offers training. She can often be found in her house directly 
         north of the inn.

      Moonglow: Channeling, Duration, Destruction 
      -- Destruction is oppression only (unconfirmed)

      Serpent's Hold: Battle Focus, Parrying
      -- Upstairs: Monsieur Loubet

      Trinsic (A): Archery, Death Blow, Parrying
      -- Ellison offers training only downstairs in the early afternoon 
         (1:30pm-3:30pm or so)

      Trinsic (B): Impedance, Protection
      -- Brethil trains Impedance and Protection. You can find her 
	 upstairs in the house just north of the trainer's (Ellison's).
      Yew: Duration, Impedance, Protection
      -- Shrine of Justice quest required (only need to visit and say mantra)

      Skrara Brae: Achery, Channelning, Rapid Strike
      -- From Heron located ENE of healer/apothecary at the archery range.
      -- Quest required, visit Heron, then Landon, then return to Heron


10. Quest List (unconfirmed)


This is taken from the Grail Quest's Task List, so I am not taking credit for 
it. I am assuming I can post this, also thanks to the person who hosted this 
at his/her site:
You can also go there. I know, I could organize this a little better, perhaps 
by location, in a future version, as of now, they are in alphabetical order 
(by quest name), if you have no idea of the quest name, I suggest running a 
search by keyword. For those interested in following the resistance/Oppression 
path, the quests are grouped under "Path of the Oppression" and "Path of The 
Resistance". Main quests are repeated here as well, for completeness sake. But 
right now, the list, as is:

* -- author has not finished the quest
? -- author is unsure whether this is a quest

-- An Alchemical Accident

(Grendel’s Hut, Grendel)

Grendel is an alchemist-turned-into-Giant-Rat who lives in a dilapidated hut 
in a small swamp. At Kafaristan Pass, head south toward Cove through a cave 
with a Gazer. Once through the cave, go left at the narrow coast and into the 
swamp. Ask him about his accident to be taught the spell Rel Xen Bet. It 
inscribes into a single spell book only.

-- An Apparition in the Moors

(Yew, Jail, Jerone)

Jerone talks about encountering an apparition of Lord British in the moors, 
when both moons were full. Jerone can be freed in various ways:

    * By giving him 1 lockpick in dialogue. This can be bought off Jeremy (he 
    sells 5 for 50gp, and will continue to do so even after Jerone is freed). 
    Jerone does NOT unlock the door: He just vanishes. +5 Karma and +15 XP for 
    giving a lockpick to Jerone. Another +15 XP on reporting to Jeremy.
    * By speaking with Lord Dryden and paying his fine (500gp).

-- Animals in the Orchard / A Thief in Skara Brae

(Skara Brae, vineyards, Valos

Skara Brae, the Haunting Inn, Tamethe)

Valos the vintner talks about some “wild animals”, or possibly ghosts, eating 
his fruits and leaving cores. Tamethe at the inn says someone is stealing 
food. It is actually Froed, a boy hiding in the woods.

Confront Froed, and he will talk about a Create Food spell his friend Desiree 
(of Brittany) once told him about.

Learn the spell from Lord Stuart the Hungry in Moonglow, then teach it to him 
(+15 XP, +3 Karma). Froed then complains that mandrake is more expensive than 
food, so it won’t work anyway.

Tell Tamethe (+1 Karma) and Valos (+15 XP, +1 Karma, Empath Abbey Wine) it is 
Froed, then report back to Froed that they will help him. Report back to Froed 
about Tamethe’s offer to give him food (+15 XP).

-- Ascanio’s Glass Bowl (*)

(Minoc, The Bay Inn, Ascanio)

Speak with Ascanio about the artisans in Minoc, and he talks about Woodruffe 
the glass artisan who refuses to repair his glass bowl. Woodruffe says he 
cannot repair it adequately and offered Ascanio a new one, but the innkeeper 
refused. No follow-up from Ascanio.

-- Avatar Stories

(Serpent’s Hold, Xela)

Speak with Xela about Gabrienne, and she suggests asking Gabrienne about her 
“Avatar stories”. Gabrienne expresses an interest in hearing about the Quest 
of the Avatar, when things settle down in Britannia.

-- Bad Man in the King's House (*)

(Britain, Shivan

Brittany, Castle Britannia, Biggs)

Speak with Shivan and say her name (dialogue option). She shows the Avatar a 
picture she drew, and says the King's House (Lord British's Castle and East 
and West Brittany) are safe from the Shadowlords (and Theoan at the Brittany 
Stablehouse also mentions this), but there is a "bad man" inside who leaves 
the light on at night.

Speak with Biggs in Castle Britannia about Blackthorn, and he confides that 
Blackthorn had previously shut himself in Lord British’s room and had a 
mysterious visitor.

-- Blackthorn’s Scar (*)

(Buccaneer’s Den, Geoffrey)

Speak with Geoffrey about Blackthorn, and Geoffrey asks the Avatar to ask 
Blackthorn about the scar Geoffrey gave him in Jhelom. Blackthorn, however, 
does not appear to have dialogue about it.

-- Books for the Lycaeum

(The Lycaeum, Rollo)

Speak with Rollo about books while he is in the library and he asks the Avatar 
to recover a shipment of books in a crate in Moonglow marked with his name. 
The books are in a crate in the Moonglow dockhouse. It is considered “owned” 
until the Avatar receives this quest from Rollo.

The required key to the dockhouse can be found at:

    * On Terrisa, the Captain of the Guard in Moonglow. She can be made 
    hostile by speaking about “Yew” and denying a donation, speaking about 
    “rebellion”, or claiming to be the Avatar. Killing her, however, incurs a 
    5-karma penalty.
    *  If the Shadowlord of Falsehood is in Moonglow, she will also offer to 
    be bribed 200 gp for the key. However, there is a –5 Karma penalty, and 
    the books are still considered Owned, so it would still be stealing (-2 

Another way of entering is to Blink in through a window.

Deliver the shipment to Rollo (+15 XP). He offers Ressurections scrolls (+3 
Karma if the Avatar declines).

-- A Box of Coloured Stones

 (Britanny, The Blue Boar Inn, Jaymes)

Ask about his amulet and his collection, and he eventually tells of his 
collection having been stolen. The thieves are apparently staying at Hotel 
Brittany to the north, but the innkeeper there says they snubbed his place and 
left, headed NE.

Going NE leads into the mountains and a bandit lair. The thieves actually went 
E, to a bandit campfire NEE of the Stablehouse.

Return the box to Jaymes for 1 Karma, 15 XP each, and a Ressurection scroll. 
Relate the tale to Christopher (northern wheat field) the writer about it for 
another 2 Karma.

-- The Britain Bank

(Britain, Bard’s Guild, Ludrag)

Ask Ludrag about his father the mayor. He advises going to his house at 
midnight, when the guards drop off gold in the cellar. Shortly after midnight, 
Guard Captain Maul and Lord Petyr appear there. Lord Petyr will direct Maul to 
attack. Maul tries to arrest the party, but there is no Karma loss for 
resisting arrest and attacking him once he has attacked the party. Townspeople 
and guards become hostile. Maul can be killed (-5 Karma). Maul has 100 gp, 
presumably the gold Ludrag mentioned is cached in the cellar.

-- Brittany Matchmaker

(Brittany, Healer’s Sanctum, Milan)

Speak with Milan about the various people in East Brittany. Despite Flint 
being sour, she drops hints that she likes him in various dialogue topics, and 
a companion (always Iolo?) suggests the Avatar talk to Flint about her.

Flint does not talk about Milan the very first time the party speaks with him. 
Exit dialogue and re-initiate to get the topic. After speaking with him about 
Milan, return to Milan. She says she will speak with Flint herself. Exit 
dialogue and speak with her again to ask if she’s spoken with Flint. She 
capitulates and tells the Avatar to meet them in the evening when she and 
Flint eat together at her place.

Speak with Milan when they have dinner to be directed to Flint for a reward 
(Flint’s Armour). +5 Karma, +15 XP each party member.

-- Caitlin’s Locket (*)

(Jhelom, Sword and Keg, Ean)

Speak with Fel, then with Ean, who talks about Fel now that the Avatar has met 
him. Ean says Fel misses his wife Caitlin, who died in a shipwreck near Skara 
Brae, and held a locket of sentimental value to Fel. He says the recovery of 
this would ease Fel’s pain.

Caitlin’s Locket is in a crate on the shore far NorthWest of Dungeon Shame, 
amongst rocks, large driftwood, and skeletons. (In a chest in the same 
shipwreck is an Amulet of Turning).

Only when the Avatar has spoken with Ean about Fel will Fel recognize the 
locket and accept it (+15 XP).

There is related dialogue from Nicole at the Sword and Keg that Fel misses his 
wife Caitlin and has become withdrawn.

-- The Chaos Sword

(Blackthorn’s Palace, Northeast tower)

The NW tower has an unpickable door. The key is on Captain Graesh. (BUG: Just 
walk through the wall by clicking on the stair inside the tower). At the 
topmost floor is a Chest containing the sword. Equipping it makes the 
character Charmed against the party.

Captain Graesh gives the key for turning in Gorn. If Gorn is in the party when 
the Avatar speaks with her, they are hostile to each other and Graesh ends the 
conversation saying the next time they speak, Gorn must be dead. Gorn can be 
ejected from the party and killed (-5 Karma if the party kills Gorn; does not 
make guards hostile). Speak with Graesh again to be rewarded (+15 XP) with the 
key. Since Graesh does not take Gorn’s body, Gorn can subsequently be 
resurrected (but Graesh will be hostile if Gorn is alive when she is spoken 

-- Clear the Air

(Yew, The Arms of Justice, Chamfort)

Ask Ronan about Chamfort’s Apprentice, then ask Chamfort about his apprentice 
Tactus and be asked to deliver an apology to Tactus in Minoc, at The Darkwatch 
Armoury. Speak to Tactus about Chamfort for +15 XP and +1 Karma. Report back 
to Chamfort for +1 Karma.

-- Comets
-- 1 --

(Verity Isles gypsy camp, Malifora)

Malifora directs the Avatar to speak with Zachariah in the tower in Moonglow 
about the Shadowlords. She communicates with him with a crystal ball, and is 
directed to give the Avatar the Observatory Key.

See Zachariah at night, using the Key to access his tower.

    * He will first ask for the Resistance password. (+15 XP)
    * He also directs the Avatar to find his friend Goeth of Jhelom, regarding 
    research into Moongates.
          o Goeth says that moonstones could be obtained and rubbed to call a 
	  moongate, but not any more because he enchanted them, to keep them 
	  from “evil men”.
    * He reveals that he, the local herbalist Nilrem, and Dalgrin of 
    Buccaneer’s Den are involved in smuggling reagents to the Lycaeum.
    * He says his research shows that a spyglass could be used to watch for 
    comets, which in turn foreshadow the appearance of Shadowlords in a town.

-- 2 -- 

(Farthing, Dufus)

Ask Dufus about his teacher of the magical arts and how she slew a Giant Rat 
with a single spell. He will then talk about Temme having lit a fire with just 
Lord Seggallion’s Spyglass.

Seggalion will give the spyglass if the Avatar gives the correct answer to his 
question (+15 XP). The Avatar knows the answer only if they have spoken with 
Malifora or Zachariah (in Moonglow) about the shadowlords.

-- The Compassionate Gaoler

 (Blackthorn’s Palace, Dungeon, Kurtz)

Kurtz the gaoler is sympathetic to one of the prisoners, a little girl he 
thinks will die soon in confinement. Assure him the Avatar will not betray him 
if she is released, and he offers to meet the Avatar between 3am and 5am 
outside her cell. Speak with the girl about Kurtz to confirm that he is unlike 
the others in the castle. Meet Kurtz at the appointed time and speak with him. 
He releases her in dialogue and has a plan to get her off the island (+15 XP, 
+5 Karma).

Freeing the prisoner (or taking Gorn as a companion and them dumping him, 
thereby “freeing him”) will cause Captain Graesh to ask the Avatar whether 
they were involved in either. Answering no is +15 XP and +5 Karma to each 
question. Subsequently, the Avatar cannot betray Kurtz.

OPTION: Kurtz can be betrayed to Graesh, giving her an excuse to kill him. She 
rewards the Avatar with gold (+15 XP, -20 Karma).

-- The Crystal Tear

(Verity Isles gypsy camp, Malifora)

Ask about her craft and she mentions that her favorite glasswork, the Crystal 
Tear, has been stolen. If Malik is nearby, he acts guiltily but won’t speak 
about it unless he’s away from his mother. When confronted, Malik confesses 
and claims he dropped it off the pier.

Malik’s friend Siona (at the hut in the woods outside the city) talks about 
birds taking “glittery things” to their nests. This is what happened to the 
Tear after Malik lost it, and the Crystal Tear is in a Hawk’s Nest on the 
Lycaeum plateau (North side). Return it to Malifora, who converts it into The 
Crystal Flame (+15 XP, +4 Karma).

Report back to Malik, who “rewards” the Avatar with information: That his 
friend Saul (on Skara Brae) knows where Nightshade and Mandrake grow.

Saul says Nightshade can be found in the thickest part of SpiritWood, and 
Mandrake in the Bloody Plains and the Fens of the Dead.

-- Cure Jimmy

(Trinsic, The Crystal Chalice, Magdalena)

Ask her about Trinsic and why people don’t leave, and she eventually informs 
the Avatar that Woolfe the smith’s son, Jimmy, is being held hostage by the 
mayor Ellison. Jimmy is ill but is not allowed to leave.

Speak with Jimmy in the Wounds of Honour, and he says the healer can’t figure 
out what is wrong with him, but mentioned something about a potion.

Speak with Leila the Healer there to be directed to Yew for a potion from 
Madam Pendra. Bring it back to Leila who gives it to Jimmy. +15 XP, +5 Karma.

-- Cure Kindor

(Skara Brae, The Spirit Healers, Temptious)

Temptious talks about his only patient, Kindor, having a poisoned arrow wound 
that he can’t cure. The person who brought Kindor in, Saul, maintains the 
arrow was from bandits. Temptious would like the arrow to help him determine 
how to cure Kindor.

Kindor is awake at 6pm, and will confess the arrow to be from a Shadowlord, 
during the night of the attack on Archmage Flain. He and Saul were hiding the 
truth so they wouldn’t be exposed as rebels. Relay this information to 
Temptious, who claims to have already figured it out. If Mariah is in the 
party, she suggests he get advice from Faye of the Lycaeum, who tended her 
Shadowlord Arrow wound.

After Kindor reveals the true source of the wound, Saul can be confronted for 
more information.

-- Dalgrin’s Revenge

(Buccaneer’s Den, harbour, Dalgrin)
-- 1 -- 

Ask him about Blackthorn and Seggallion, and he requests the Avatar look for 
his emissary to Farthing and deliver a message: “Is there gold in the dead 
man’s chest?” Daem in The Broken Lock can decipher this: Whether Seggallion 
will sever ties with the Oppression.

When Jaron is encountered, the Avatar must press him for his job before he 
reveals he is working for Dalgrin. He answers “there is no gold” (+15 XP) and 
apparently there is nothing the Avatar can do to bring Seggallion on side. 
Relay this back to Dalgrin (+15 XP).
-- 2 -- 

Whether the Avatar relays the true answer or not (-2 Karma if lying), Dalgrin 
asks for the same message to be relayed to Jaron. Daem can again decipher 
this: That Jaron is to assassinate Seggallion and his allies.

Deliver the message (+15 XP) and report back to Dalgrin (+15 XP), who alludes 
to everyone having been killed at Farthing. Only Quintin is left, and his 
dialogue does not change.

-- The Dark Reaper

(Paws, Windfer of Yew)

Bring him the Dark Reaper’s Heart, or speak with him first to be tasked to 
discover why the Fens are spreading, then kill the Dark Reaper and recover the 
Heart. Either way, 15 XP each, and Windfer’s Sword (10-17 damage).

In the Fens of the Dead, not far from an entrance to a flooded subterranean 
complex with many snakes. Drops the Dark Reaper’s Heart when slain.

-- David’s Invention

(Buccaneer’s Den, The Fallen Virgin, Scally)

Ask him to sing the song about Crochety David, and thereafter he may be asked 
about David and his invention, the Sextant. Speak with David at the 
lighthouse, Grayhaven (south of Trinsic) to get his Sextant (+15 XP).

-- The Debt Owed to Danfits

(Paws, The Guild, Danfits)

Ask about his other endeavours and he mentions the Lord of Farthing 
(Seggallion) borrowed 1,000 gold from him and has not yet repaid. Whether the 
Avatar has spoken to Seggallion or not, Danfits offers the Avatar the chance 
to clear the debt.

If the Avatar speaks with Lord Seggallion about it, Lord Seggallion simply 
gives 1,000 gp to repay the debt. Bring this to Danfits (+15 XP).

If the Avatar pays the debt without speaking with Seggallion, Danfits accepts 
(+15 XP). Speak with Lord Seggallion afterwards and he gives 1,000 gp to repay 
the debt.

-- Destroying the Shadowlords
-- 1 -- 

(North Brittany, Thentis)

Join the Resistance and meet them at the well at night. Once the Avatar 
identifies himself, they will give their background and Thentis will reveal 
the location of the mage Sutek, who was studying the Shadowlords at their 
keep, Stonegate. Thentis then directs the Avatar to speak with Sir Sean in the 
Lycaeum, and with Sutek on the small island south of New Magincia.

-- 2-- 

Sir Sean at the Lycaeum reveals the location of StoneGate, the keep of the 
Shadowlords (the V-shaped mountain range in the bay south of Minoc and Lost 
Hope Bay). This information is not necessary nor particularly useful for 

-- 3-- 

Sutek explains the process by which a Shadowlord may be permanently destroyed: 
Summon a Shadowlord into its corresponding keep of virtue, and cast its Shard 
into the flame of Principle. He also gives other information which, due to a 
dialogue bug, must be discussed with him prior to talking about how to Destroy 
the Shadowlords. In subsequent dialogue, he jumps straight to how to destroy 
the Shadowlords, which closes dialogue.

    * During his travels, he met a blacksmith and a lighthouse keeper.
          o The blacksmith creates skull keys (?) and smuggles them to him 
	  even now. This may be Shenstone the Minoc, who hides skull keys in a 
	  tree stump.
                + Kristi in Serpent’s Hold also mentions a mysterious mage who 
		sold her Skull Keys; this may be Sutek. Buy the keys from her 
		(5 for 100 gp) and ask about them again. She will divulge that 
		the mage who sold it to her got them from Shenstone.
          o A lighthouse keeper who became mad. This is Gregory of Waveguide. 
	  Sutek’s journal in his hut alludes to a bit more.

-- 4 – Names and Shards of the Shadowlords

Note that destroying any Shadowlord will block progress with the Oppression, 
as Archmage Flain will stop speaking with the Avatar.

    * Falsehood:
          o Name: FAULINEI. Speak with Lord Shalineth at the Lycaeum. He 
	  directs the Avatar to meet him at midnight in the chamber of the 
	  Flame of Truth and ask for it there. However, the name will not be 
	  revealed unless the quest for the Shrine of Honesty is completed.
          o Shard: Speak with Lady Janell at the Lycaeum, who directs the 
	  Avatar to speak with the twin sisters in the Cove Temple of Virtue. 
	  Until Lady Janell gives this instruction, the sisters will not speak 
	  of the Shard. The location of the Shard sounds like the lowest level 
	  of Dungeon Shame, at the lake with a single island.
          o After destroying Faulinei, speak with Lady Janell, who suggests 
	  Lord Shalineth has a reward. Speak with Lord Shalineth, who gives 
	  the Lycaeum Lower Vault Key and supposedly free access to the 
	  treasures therein. The Lower Vault, however, is not implemented in 
    * Hatred: Speak with Lord Michael in Empath Abbey, who directs the Avatar 
    to speak with the demon Sin’Vraal about the Shadowlord of Hatred.
          o Name: ASTAROTH. Sin’Vraal reveals the name.
          o Shard: Sin’Vraal also reveals the location of the Shard of Hatred 
	  as being in the underworld connected by the dungeons Covetous and 
	  Wrong. Either will access the underworld. It is on a mountain marked 
	  by a yellow glow. Use a Grappling Hook or a Blink spell to reach it.
    * Cowardice:
          o Name: NOSFENTOR. Speak with Lord Malone at Serpent’s Hold and 
	  discuss his job. Eventually he will talk about the Shadowlords.
          o Shard: Speak with Gardner in Serpent’s Hold about the visions  
	  granted to him by the Flame of Courage. He describes the shard as 
	  being in a place accessed by Dungeon Hythloth.

-- Donation for Empath Abbey

(Empath Abbey, Sarth)

Speak with Sarth about his Job, and ask about Donations. Give a donation (10 
Crowns) to receive 2 Karma.

Also: Free rest on the spare cot in his room on the second floor.

-- Donation for the Temple of Virtue

(Cove, Temple of Virtue, Leona and Ava)

Ask about the Temple of Virtue and they will ask for a donation. Leona asks 
for a 5 gp donation (+2 Karma), and Ava for a 50gp donation (+5 Karma).

-- Drudgeworth, the Prisoner in Castle Britannia

(Brittany, Castle Brittania dungeon, Drudgeworth)

He asks to be released because he has served his time already. If the cell 
door is unlocked, he becomes hostile when again spoken with. Killing him 
incurs Karma loss, but the guards do not become hostile. He has 25 gp.

-- Dwindling Treasury (?)

(Brittany, Castle Britannia, Biggs)

Talk to Biggs about Lord Britain, and confide in him that you are the Avatar. 
He in turn lets on that Blackthorn has cut off upkeep funds to the castle.

-- The Eldest Sister’s Vision (?)

(Cove, Sanctuary, Jessica

Cove, Temple of Virtue, Ava and Leona)

Meet Ava and Leona in the Temple of Virtue, then speak with Jessica in the 
healers’ nearby. Jessica tells of a third sister, now dead, and of the three 
sisters having visions. Return to speak with Ava and Leona, to discover that 
their eldest sister had a vision of the future and journeyed to The Lycaeum to 
speak with Lord Shalineth, knowing she would die as a result. Leona also 
mentions dreaming of her sister’s body “mouldering in a field of flowers”. Her 
grave is outside the Lycaeum walls, near a tree trunk.

-- Ellison Has a Crush on Anniel (?)

(Trinsic, Guard Tower, Ellison)

Speak with Ellison about Anniel, and he confesses in an embarrassed way that 
he hopes she’d stay. Speak with Anniel in the Wounds of Honour.

--  Empath Abbey Love Triangle

(Empath Abbey, Tim)

Speak with Tim to learn about his crush on Cory and his supposed competition 
with Sarth.

Speak with Sarth in the Vineyard about Entertainment to activate the special 
dialogue about Tim and Cory.

Speak with Tim about Sarth to relay Sarth’s feelings on the matter.

-- An Enchanted Trough

(Northwest of Trinsic, Troll Cave)

Invisibility potions can be drawn from the water trough in this cave.

-- Escape from Castle Windemere

(The Lycaeum, Arkandor)

Speak with Arkandor about his past as an Oppression mage, and he reveals the 
coordinates of Castle Windemere as 56 East, 62 North (the mountainous island 
in the NE corner of the map). He mentions a Black Badge and the old password, 

At the summit of the island is Castle Windemere. The Greater Daemons and 
Guards are not initially hostile. The skeletal guard at the entrance asks for 
the Oppression password, and if the current one is not given, Daemons and 
Guards attack (-5 Karma for each killed). Sidestep it by Blinking into the 
castle. The second floor dining room is largely safe from encountering Guards.

Elistaria will ask for the Oppression password, but the students, the 
blacksmith Thrud, and the seneschal Arthur will not.

If the Avatar reveals their identity to Arthur, he asks to speak with the 
Avatar in private, where he asks for a Vas Rel Por scroll to escape. Give him 
one and he will leave Castle Windemere (+15 XP, +5 Karma). Elistaria will ask 
if the Avatar gave a Vas Rel Por scroll to free Arthur. No penalty for lying, 
she becomes hostile if the Avatar tells the truth.

-- The Ettin Alliance

(Cove, The Candlelight Inn, Carolyn)

Speak with Carolyn to discover that an Ettin Chieftain, Stoneflank, has 
gathered Ettins in what she believes is a bid to capture Cove. Her family of 
adventurers is away, so Cove is not protected, and she believes the only way 
to break the alliance is to kill Stoneflank.

Stoneflank is on the mountain north of Grendel’s hut. Bring his Club to 
Carolyn (+15 XP, +2 Karma). She gives a free key to a room at the Inn (ask for 
it with the Room topic), or, if the Avatar has already rented a room, gives 20 
food. She then asks the Avatar to check out Ivar’s backstory (see The Tinker’s 

-- Fix the Drawbridge (?)

(Bordermarch, Farthaen)

Farthaen explains that the drawbridge is old, broken, and cannot be raised.

-- Fools’ Gold
-- 1 --  Mysterious Gold Key

(Empath Abbey, Hardluck)

Hardluck has a Mysterious Gold Key that unlocks a chest in the forest on the 
Verity Isles, north of Moonglow, east of a waterfall, and in a forest 

    * Blue and purple Jester’s Cap
    * Magic Helm
    * Glass Swords (2) and Magic Axe
    * Red Potions (2), Yellow Potions (2), Scroll of Gate Travel
    * Gems (5)

-- 2 --  Mysterious Silver Key

(Blackthorn’s Palace, Foulwell)

Foulwell has a Mysterious Silver Key that unlocks a chest near Paws. The chest 
is west of the haunted farm.

    * Red and yellow Jester’s Cap
    * Glass Swords (2) and Magic Bow
    * Red Potions (2), Yellow Potions (2), Scroll of Summon Daemon
    * Gems (5), Ring of Invisibility

-- 3 --  Mysterious Red Key

(Lord British’s Castle, Chuckles)

Chuckles has a Mysterious Red Key that unlocks a chest near Minoc, on the 
slopes northwest of the moongate.

    * Green Jester’s Cap
    * Glass Swords (2) and Silver Swords (2)
    * Red Potions (2), Yellow Potions (2), Scroll of Resurrect
    * Gems (5), Ring of Protection

-- A Friendly Duel

(Jhelom, Shannon)

Speak with Shannon and she offers a friendly duel where she practices (behind 
the tavern, in a small field with a single practice dummy). BUG: The duel will 
not occur unless Shannon is asked about the duel while she is practicing.

Prior to the duel, speak with Thorne about training, and he hints that he can 
help with training that will win in a duel against her. In order to win 
against Shannon, the Avatar must speak with Thorne about training (he trains 
at the Inn, not at his house) and heard his preamble.

If the Avatar wins the duel, Shannon has a new respect for Thorne.

-- The Flying Ship

(Buccaneer’s Den, The Fallen Virgin, Bidney)

Bidney tells of pursuing a flying ship that crashed into some mountains. He 
directs the Avatar to speak with mages in the Lyceum about it.

Combined with information about him from Daem at the Broken Lock, Bidney was 
looking for the wreckage atop the Serpent’s Spine, in a depression, with 
several Glass Swords.

-- The Grapple

Buy Tierra a drink, and when she talks about the Den residents, ask about 
Bidney. She will mention his Grapple. Go back to speak with Bidney, who 
redirects the Avatar to speak with Lord Michael at Empath Abbey, to whom he 
had left his grapple. (+15 XP, +1 Karma).

On giving the Grapple, Lord Michael asks the Avatar to relay an invitation to 
Bidney. Do this for +15 XP and +3 Karma.

-- Ghost in the Wine Cellar

(Britain, The Wayfarer Inn, Telila)

Telila talks about the Wine Cellar being haunted. Justin can be asked about this too. There are actually two ghosts:

* Councillor Annon

Go to the Wine Cellar and find the unlit torch. Light it to reveal a secret room and the 
ex-Councillor Annon (day). You can ask Annon about the ghost, too. Annon wanders the Wayfarer Inn by night.

* The Ghost in the Secret Passage

Pressing four buttons reveal a secret passage in the Britain Wine Cellar:

    * Annon’s secret room in the Wine Cellar (accessed by the unlit torch)
    * A button in another room in the Wine Cellar
    * A button in the cellar of the Bard skills trainer
    * A button in the cellar of the mayor’s house

A hostile ghost will appear only when the party is in the room. There are also other monsters in the room. 
Treasure includes a Ring of Regeneration and a Silver Sword (was a Glass Sword in v1.1).

-- Glass Swords

(Britain, The Wayfarer Inn, Justin)

Speak with Justin, the cook at the Wayfarer Inn in Britain. Ask about his 
dish, and after sampling it, he asks if the Avatar appreciates glass. He 
directs the player to speak with the busboy Eb about Glass Swords.

Speak with Eb, who talks about his Malik knowing how to make Glass Swords, but 
has moved to Moonglow.

Malik is in a tent with his mother, near the Moonglow moongate. Malik directs 
the player to Sven, formerly of Minoc but probably now in Buccaneer’s Den.

Conversation script for Sven may be broken as he has no follow-up dialogue.

-- Ronan’s Collection

(Yew, The Arms of Justice, Ronan)

Ask Ronan in the Arms of Justice store front about "The Arms of Justice" and 
he says he will pay 1000 gp for a Glass Sword (twice the usual resale value). 
+15 XP.

The icy summit of the Serpent’s Spine has a deep depression with several Glass 
Swords. Use Blink or a Grappling Hook.

-- Go All the Way

(Buccaneer’s Den, The Fallen Virgin, Sven)

Sven comes on to a male Avatar and offers to “go all the way”.

-- Golden Spider Silk

(Moonglow, The Mage’s Robes, Landar)

When he is at home reading a book, ask him about his book and he talks about 
golden spider silk to make a special fabric. He asks the Avatar to “keep an 
eye out” for him, but the only lead he has is that the spiders live in swamps.

Golden Spiders can be found in the swamps on the island of the Shrine of Honesty.

-- Gwenno and Gwenneth’s House

Near the central fountain square in Britain is a two-storey house where Gwenno 
and Gwenneth reside. There are 2 longbows and a crossbow free to take, and a 
magically locked chest with a Longbow and a Crossbow.

-- A Healing Text for Serpent’s Hold

(Serpent’s Hold, Kristi)

Ask about the healer of Serpent’s Hold and she will ask for a book about 
healing. Bring her any copy of “The Basics of the Healing Arts” (available at 
the Lycaeum; +15 XP).

-- Help the Poorhouse

(Minoc, Poorhouse, Fiona)

Ask about running the Poorhouse, and she says she needs Bernhard the miller’s 
support, but he has raised his prices.

-- Bernhard’s Support -- 

Speak with Bernhard in the mill nearby, and he says he would, except the 50% 
tax makes it difficult to keep the mill, and Fiona being considered a traitor 
makes supporting her dangerous.

Report back to Fiona and she says she can’t leave without her daughter Rew. 
After speaking with Rew in Captain Blythe’s tent, Fiona will also say Rew is 
essentially in Blythe’s service as leverage by Blackthorn to extract the Word 
of Power from her; and that if she were free, the two of the would flee Minoc.

Free Rew and have Sahra run the Poorhouse (see below), then check in with 
Bernhard again. He now agrees to help the Poorhouse now that Fiona is no 
longer there, and hence Blackthorn will no longer press him for helping an 
ex-Council Member. +15 XP and +3 Karma.

-- Free Rew -- 

(Minoc, Captain Blythe’s Tent, Fenelon)

Speak with Fenelon about Rew and he reveals that Rew is kept chained in 
Blythe’s house, and Blythe leaves at 2am, so Rew might be freed then.

Blythe and Rew return to Blythe’s house around 6:45pm. Speaking with Rew there 
in Blythe’s presence makes Blythe call for the guards, and both Blythe and Rew 
(!) hostile. Also, there will be complications if a Shadowlord is in town.

At 2am, Blythe simply disappears from his bed. Get the required key from the 
bookcase, then speak with Rew to free her in dialogue (+15 XP, +5 Karma). 
Following her instructions, now head to the Poorhouse to speak with her there. 
She will, however, have gone and so instead speak with Fiona.

-- Under New Management -- 

Fiona is ready to leave now that Rew has been freed (+15 XP and +5 karma for 
reporting to her). If the Avatar does not yet have the Word of Power for 
Covetous or the Mantra for Sacrifice, she will give them. She also asks the 
Avatar to convince Lady Sahra to take over the Poorhouse. Lady Sahra will 
agree (+15 XP, +2 Karma). Speak with Lady Sahra a second time and she asks 
about whether she should seek government funding, now that she discovered 
Fiona ran the Poorhouse with her own money.

-- Hole in the Roof

 (New Magincia, Humble Palate, Felicity)

Speak with Felicity, who talks about Genne not getting around to fixing the 
hole in the roof. Talk next to Genne who asks the Avatar to convey a request 
to Tomoka. Ask Tomoka for the thatch, then return to Genne. Offer to help him 
fix the roof at 3pm (+15 XP, +1 Karma, some food).

-- Horse Meat

(Brittany, The Blue Boar Inn, Andre)

Speak with the cook to discover he has never cooked horsemeat and would like 
to try. Bring him some.

There is a Plough Horse at the bandit camp on the South road away from Britain 
toward Paws. Kill it for horse chops and bring it back to Andre. There is a 
one-time +15 XP award, but each unit of Horse Chops can be converted into one 
unit of Cooked Horse Chops.

-- A Humility Test

(New Magincia, Tetsuo)

Tetsuo asks the Avatar to take the humility test given him by Wartow, then 
talks about Lewis’s answer. Discuss it with him. +5 Karma (no XP) for this 
sequence: Lewis’s Answer is not humble, declaring to be striving for virtue is 
not dishonest, and humility dwells more in not thinking about humility. Keep 
re-initiating dialogue until “Lewis’s Answer” is cleared from Tetsuo’s 
dialogue topics.

-- I May Have Seen Something

(Minoc, Poorhouse, Delwyn)

Speak with Delwyn and give him coin when he begs, to hear news each time. 
Giving him gold also gives the Avatar 1 Karma each time.

   1. The first tidbit is that Lady Sahra from the Healer’s Mission comes 
   around frequently with a “seductive look”. Lady Sahra dismisses this as 
   anything but spite.
   2. Fiona’s family has scattered. Her husband was Jarvin. Her daughter, Rew, 
   went to work for Captain Blythe of the Crow’s Nest and has not been seen 
   since, but is likely being ill-treated. Speak with Delwyn and give him coin 
   when he begs, to hear news.
   3. Shenstone the smith sneaks around at noon. Follow him to a tree where he 
   hides skull keys every day.
   4. Captain Blythe buys manacles from Tactus at the Darkwatch Armoury, 
   suggesting he is a slaver. Blythe and the Darkwatch Armoury all deny this 
   rumour, but Windmire at Stormwatch insists Blythe has connections with 
   pirates, and both Fenelon and Rew in Blythe’s tent confirm that Rew sleeps 
   in chains in Blythe’s house.
   5. The former mayor, Tenneth had an affair with Guinere, and that Widow 
   Hahna was involved somehow as she is now the mayor. This rumour is 
   necessary before confronting Widow Hahna about it.

-- If You See My Husband

(Skara Brae, Ranger’s Tower, Abiona)

Ask her about Archmage Flain and she talks about her husband Enthusa, whom she 
believes not to be dead but MIA. She describes him and his signature pin with 
a moonstone, and asks to be informed if the Avatar should see him.

(There is no quest implemented in v1.2).

-- Ignap’s Tome

(Cove, Enlor)

Ask about his studies to be asked to bring him word about his courier Alfred, 
who went to Buccaneer’s Den to get Ignap’s Tome. Bits of information are 
available at the Den, but the most complete information is available from Daem 
at the Broken Lock for 200 gp:

    * Alfred was kidnapped by Dalgrin and sent to Waveguide at the Verity 
    Isles to be used in experiments. (See “Madness” below). Bring Enlor 
    Alfred’s “Final Words” or Gregory’s Journal (+15 XP).
    * Ignap’s Tome is with Daem, who gives it freely. (+15 XP). Return it to 
    Enlor (+15 XP, 100 gp).

-- Madness

(Verity Isles, Waveguide, dead body of Alfred)

Following the information gathered at Buccaneer’s Den from either Daem or 
Bidney, pursue Alfred to Waveguide. His body and “Final Words” are outside, 
behind the tower. They hint that the lighthouse keepers are Jacqueline, who is 
ill, and Gregory, who is insane; both are awake by late morning/early 
afternoon. This can be confirmed by Gregory’s Journal in the drawer at the 
foot of their bed.

Read both then speak with Jacqueline alone (she wakes first) about mud, then 
Alfred. In a moment of lucidity she asks the Avatar to ask Gregory to stop his 
experiments. Speak with Gregory and tell him the truth about the interchange; 
he agrees to stop the experiments, for now (+15 XP, +10 Karma).

-- The Information Broker

(Buccaneer’s Den, The Broken Lock, Daem)

Ask him about information, and after his disclaimers, he also offers various 
missions to find information he would like.

    * (1000 gp) Dalgrin
          o Smuggles weapons from contacts in Minoc, and sells “leaf” there.
          o Helps the Resistance and learns about Britain shipping through 
	  Oreste at the Britain harbour.
    * (500gp) The Guilds
          o Braunam – In the New Magincia tavern.
          o Danfits – Ask him about “Sidle”.
          o Renayl – A profiteer, and to be wary of bargains with her.
    * (for 200 gp, +15 XP) The present location of Lord Tenneth, former mayor 
    of Minoc. (see Possessed)
    * (for 400 gp, +15 XP) The old Oppression password. Arkandor at the 
    Lycaeum knows it to be”Maltari” (see Escape from Castle Windemere).
    * (for 800 gp, +15 XP) The name of the friendly daemon in the desert 
    (Sin’Vraal, if the Avatar has met the daemon).
    * (for 1,600gp, +15 XP) The Word of Power (for Dungeon Destard) held by 
    the mad mage Goeth in Jhelom.
    * (for 5,000gp, +15 XP) Verify ex-Councilmember Hassad is in Blackthorn’s 

 (Daem is also the only seller of Gate Travel scrolls? The Hollow Stump behind 
 his store has Peering Gems.)

-- The Iron  Rose

(Buccaneer’s Den, smithy, Thorkin)

Thorkin tries to unload the Iron Rose amulet for 30 gold when asked about his 
job. Bring it to the Ancient Mariner atop the mountain on the island, and she 
transforms it. Bring it to Kitiara according to the Ancient Mariner’s 
instructions. Kitiara gives a necklace to bring to Thorkin, who accepts it and 
loses his fear of the sea. +15 XP.

(Also: Kitiara sells Rings of Invisibility).

-- The Island of Sherlock the Strange (?)

This is one of the small islands between the southern end of Bordermarch and 
the mainland.

-- Lord Seggallion’s Regrets

(Farthing, Lord Seggallion)
-- 1 -- 

Blackthorn captured him and gave him a choice between hanging and defection. 
He defected to join the Oppression navy, but now regrets having betrayed 
former friends, and is now wary of the Oppression’s ways.
-- 2 -- 

He once slew Temme’s brother. To secretly make it up to her, he invited her 
from Moonglow and has set her up comfortably in Farthing Keep. He asks the 
Avatar not to reveal this to her. If the Avatar tells Temme, she declares she 
will leave, and will no longer speak with the Avatar. Seggallion becomes upset 
and will attack if the Avatar tries to speak with him again.

-- Lord Stuart the Hungry

(Brittany, Castle Britannia, Desiree)

Desiree talks about no one eating more than Lord Stuart, and Lord Stuart 
working on a spell that creates food. Speak with Lord Stuart at The Folley Tap 
in Moonglow and ask about his spell. He offers to teach the Create Food spell 
(+15 XP, inscribes into one spell book only).

-- The Lost Shrine

(Paws, The Cat’s Lair, Glinkie)

Speak with Glinkie about why he wants gems to discover he is looking for the 
Shrine of Spirituality. If the Avatar has been there, the way to the shrine 
(via moongates) can be revealed to him (+15 XP). He then reveals how to 
restore a destroyed shrine, by using Words of Power, then the virtue mantra.

-- Love and Virtue for Sin'Vraal

(Empath Abbey, Lord Michael)

Speak with Lord Michael to learn of the gargoyle Sin'Vraal who visited him to 
learn about Love. Exit dialogue and speak with him again about Sin'Vraal to be 
offered the quest to courier a book, "Love and Virtue", to the demon.

Sin’Vraal lives in the Drylands, on the southern coast, west of the river. 
Give him the book, though he says he cannot read the runes, (+2 Karma) and 
report back to Lord Michael (+15 XP, +2 Karma) for Empath Abbey Wine.

-- Get Rid of Lyndon (*)

(Farthing, Quintin)

Ask him about Lyndon, and he says he found a letter by Lyndon to Elistaria 
that he is considering moving Temme to Windemere Castle to serve under her and 
the Oppression. Quintin says Lord Seggallion would be angry at this, but tells 
the Avatar to do nothing.

Tell Lord Seggallion (when Lyndon is nowhere nearby) and Seggallion says he 
will confront Lyndon. He gives a key to the Farthing treasure room. (+15 XP)

Temme says nothing about it. Lyndon will not speak to the Avatar unless they 
are wearing the Oppression Black Badge.

-- Monsieur Loubet’s Magic Carpet

(Serpent’s Hold, Monsieur Loubet)

Loubet says he sold his Magic Carpet to Bandaii, who was headed for Paws, and 
suggests the Avatar try to buy it off him. If the Avatar helped him find 
Smith, Bandaii will say he sold it to Lord British, but the carpet has lost 
its magic (+15 XP).

-- Mandrake for Resurrections

(The Lycaeum, Faye)

Faye speaks about the reagent restrictions, and requiring Mandrake to perform 
resurrections. She directs the Avatar to speak with Virdan, who has contacts 
that smuggle reagents in.

Virdan directs the Avatar to speak with his contact in Buccaneer’s Den, Daem, 
who has the shipment ready. Bring it to Virdan for 500 gp and some reagents 
(+15 XP).

-- The Map Commissioned by Lord British

(Yew, Flint and Lock, Renayl)

Speak with her about maps to discover she was working on one meant to have the 
eight Mantras inscribed. Bring her a mantra for 50 crowns each. +15 XP when 
all 8 Mantras are given.

Each Mantra given to her will cause the corresponding shrine to be destroyed.

-- Melaine's Father

(Brittany, Melaine)

Ask Melaine about her father and she expresses her hopes that she'll find out 
who he is one day. The writer Christopher suspects Philip, and Andre the cook 
at The Blue Boar alludes to her avoiding Philip.

With a clue to link Camile and Philip, Philip can be confronted and he will 
admit he is Melaine’s father (+15 XP, no karma). He asks the Avatar not to 
reveal this to Melaine, so that he may do so when he feels the time is right.

Once Philip confesses, Camile may be confronted (+20 XP), and she also asks 
the Avatar not to tell Melaine because of the gossip it would create.

There is no penalty to either revealing or hiding the information from 

-- Missing Kitten

(Paws, The Cat’s Lair, Dr. Cat)
-- 1 -- 

Speak with Dr. Cat about his missing barmaid Kitten. He asks the Avatar to 
inquire with everyone in Paws about her disappearance. Speak with everyone and 
report back (+15 XP).
-- 2 -- 

Recover Kitten’s Brooch from Dungeon Wrong (in the first trapped chest) and 
bring it to Dr. Cat. After telling him what happened to her, Dr. Cat directs 
the Avatar to bring the Brooch to Ferru, the local Oppression sympathizer who 
turned her in.

-- The Mystic Weapons

(Cove, Sanctuary, Jessica

Cove, Sanctuary, Sir Ambrose)

The patient on the bed is Sir Ambrose, who appears asleep all the time. If 
Jessica knows the player as the Avatar (after freeing Vortigyrn from 
Sarkael?), she will reveal that Sir Ambrose is awake briefly some time at 
night, but she does not know when.

Sir Ambrose wakes briefly at midnight, and speaks to the Avatar about the 
Mystic Weapons, which can be located in the Great Stygian Abyss, via Dungeon 
Hythloth on the Isle of the Avatar.

There are six suits of Mystic Armour, five Mystic Swords, and one Mystic 

-- Nicole’s Message

(Jhelom, Sword and Keg, Nicole)

If the Avatar has met Ean, she asks to deliver a message to him. Give this to 
Ean (+15 XP,+2 Karma), who sends a message back (+15 XP, +2 Karma when 

************************* Path of the Oppression ******************

Note that Jaana may leave if the Avatar helps the Oppression too much without 
helping the Resistance to offset this (despite Landon asking the Avatar to 
infiltrate the Oppression). She will issue a warning, although the exact 
timing of this is not clear.

-- Join the Oppression -- 

(Yew, Courthouse, Lord Dryden)

Speak with Lord Dryden. He offers to allow the Avatar to join the Oppression, 
else he arrests the Avatar and the party.

Once the Avatar accepts to join the Oppression (no Karma loss), Dryden directs 
him to report to Lady Guinere, the Captain of the Guard in Yew. He will also 
speak about prisoners and allow the Avatar to pay their fine to release them.

-- Arms for the Oppression -- 

(Yew, Guard Tower, Lady Guinere)

Speak with Lady Guinere and she will eventually ask about persuading Chamfort 
to sell arms to the Oppression so they can fight marauding or Orcs. Landon 
offers no advice.

Speak with Chamfort, who asks if the Avatar believes Guinere to be sincere. If 
the Avatar professes to be skeptical, the quest ends and there are no further 
quests from Lady Guinere. Otherwise, Chamfort agrees to deliver the arms. +15 
XP and 100 gold. Landon will report that Chamfort’s weapons were used against 
the Resistance, but there is no penalty for good intentions.

-- An Amulet of Turning -- 

Get her an Amulet of Turning from any source (e.g., Captain Johne). +15 XP.

    * There is magically locked house in Trinsic that contains an Amulet of 
    * Captain Johne in Dungeon Despise wears an Amulet of Turning.
    * The Bordermarch smithy sells them, along with Spiked Gorgets and Rings 
    of Protection.

-- Deliver the Resistance Leader -- 

The third quest from Guinere is to reveal the leader of the Resistance. If the 
Avatar is already in the Resistance, the option is not immediately given. 
Landon has nothing useful to say. Speak with her again and give her Landon’s 
name (+15 XP) for various options in giving her Landon’s name:

    * Arrest Landon (-20 Karma)
    * Let Him Go (-15 Karma)
    * Use Landon
          o Against the Resistance (-25 Karma)
          o Against Judge Dryden (-25 Karma)
                + Guinere’s plan is to have Landon ambush Archmage Flain, 
		Dryden, and the Inquisitor in the burnt house west of Yew 
		(near Khenton’s hut and Empath Abbey), then kill Landon and 
		have the Avatar promoted to Blackthorn’s Ninth Circle in 
		Dryden’s place. See “Double-Crossed” below.

Whatever is chosen, and whether Guinere directs the Avatar to do so or not, 
the next step is to see Judge Dryden, who recommends the Avatar to Archmage 

Alternatively, skip this step and have Tactus recommend the Avatar to Dryden, 
who recommends the Avatar to Archmage Flain.

-- Double-Crossed -- 

According to Guinere’s plan, inform Landon. –2 Karma for not revealing Guinere 
as the information source. +1 Karma for revealing Guinere intends to betray 
him. In any case, Landon will be prepared for Guinere as well as Dryden. 
Report back to Guinere, then go to the meeting/ambush site at midnight. Cross 
the threshold and into or out of the house to start the script.

Dryden is aware of the plot and is prepared with protection and 
reinforcements. Guinere is captured, and Dryden asks if the Avatar was a 
co-conspirator, in which case Guinere is spared, or if the Avatar was going to 
warn Dryden, in which case Guinere dies.

If the Avatar says he was going to warn Dryden, there is an opportunity to see 
the “Ninth Circle”. Otherwise, if the Avatar claims to be a co-conspirator, 
Dryden has the reinforcements attack.

Whatever the response, there is no repercussion from Landon.

+15 XP.

-- The Archmage Flain -- 

The Archmage Flain will have any useful conversation with the Avatar only if 
Dryden has instructed the Avatar to see him, and only if none of the 
Shadowlords have been destroyed.

The next step is then to either betray the location of Annon (-25 Karma), 
betray the location of Malifora (-25 Karma), or give him a Word of Power. The 
safest route appears to be to give him the Word of Power for either Despise or 
Deceit, which are held by Annon and Malifora respectively, since the 
Oppression is looking for Annon and Malifora to get the Word of Power they 
hold. In giving it up, the search eases off (?). +15 XP for whatever is given.

Archmage Flain then gives the current Oppression password (“Impera”) and 
directs the party to see Elistaria in Castle Windemere.

-- Locate the Skara Brae Resistance

When Judge Dryden directs the Avatar to see the Archmage Flain in Skara Brae, 
he also asks the Avatar to locate the Resistance there.

Go to the Ranger fort and speak with Hazael. He talks about his trials as a 
ranger, and if not interrupted, lets slip that Heron wouldn’t let him go 
through Spiritwood because of the rebels there. That opens up the dialogue 
about Heron’s rebel connections, and all three rangers there speak of it 

-- Report Heron to Dryden for… -- (?)

This task cannot be completed after “Bring Word to the Rebels”, as the rebels 
will have moved on from Skara Brae.

-- The Black Badge --

See Elistaria in Castle Windemere. At the end of he first round of dialogue 
with her, she will give a Black Badge (+15 XP). Report back to Archmage Flain 
with the Black Badge, or see Blackthorn.

-- Deliver the Mantras of Virtue --

Archmage Flain wants the Avatar to deliver all Eight Mantras to Blackthorn 
(+15 XP, -1 Karma each). A wrong answer means Blackthorn arrests the Avatar 
and their party. If the Avatar gave the Mantra of Compassion to Vortigyrn (see 
Possessed), Blackthorn will not ask for it as the daemon Sarkael was working 
for Elistaria (and the Oppression). Giving Blackthorn the Mantras will NOT 
destroy the Shrines.

Blackthorn then directs the Avatar to give all the Words of Power to Archmage 

-- The Pendulum -- 

If the party is captured in Blackthorn’s Palace (only the guards give the 
option to surrender; Blackthorn auto-imprisons the party), Blackthorn will 
demand one mantra. Whether it is given or not, a party character dies, either 
by pendulum or spell. Afterwards, the party is relocated to Yew. The character 
is irrevocably gone with all gear.

If all mantras have been given, dialogue breaks, but will eventually deposit 
the party in Yew.

Note: The party can be spoken with no matter where the Avatar is.

Exploit: If the party is far enough away from the Avatar when the party is 
captured, they will not be recognized as being with the Avatar at the time of 
capture, and therefore no character will be killed by Blackthorn.

-- The Crown Jewels of Lord British --

Blackthorn also seeks the Crown, Amulet, and Sceptre of Lord British. +15 XP 
and –5 Karma to give him the Amulet and Sceptre, but imprisonment for giving 
him the Crown as this was in his possession.

-- Surrender the Words of Power --

Give all the Words of Power to Archmage Flain. (Even though Blackthorn will 
say Archmage Flain wants all the Words of Power, Archmage Flain will not 
acknowledge this until after the Mantras are delivered).

Whether the Avatar gave him a Word of Power previously or not, he asks for all 
of them again (+50 XP for each of 7 Words). Flain does not allude to any 
particular consequences for NPCs at this stage, and there does not appear to 
be any particular effect on the world.

Archmage Flain will direct the Avatar to see Blackthorn for a reward (a set of 
arms for every party member: Magic Helm, Plate Mail, Plate Gauntlets, Plate 
Greaves, Magic Shield, Silver Sword). He will also ask for the last Word of 
Power (VERAMOCOR), the one which unlocks Dungeon Doom. If the Avatar does not 
yet know it, he directs the Avatar to complete the Shrine Quest.

-- Seal Lord British Away Forever --

Once the Avatar has given VERAMOCOR to Archmage Flain, he gives the final 
quest: To lock Lord British in the Underworld forever. He warns that rescuing 
him will have dire consequences for the world. To seal Lord British, bring the 
three Shards of the Shadowlords to the Underworld and use them on Lord 
British’s “cage”.

-- Other Quests -- 

-- Saduj -- 

(Lord British’s Castle, roof, at night)

If the Avatar knows he current Oppression password, Saduj reveals his mission: 
To recover something from Lord British’s chambers that can prevent Lord 
British from ever returning.

If the Avatar is ever imprisoned by Blackthorn with both Saduj and the 
Sandalwood Box, he gives the Sandalwood Box to Blackthorn and then leaves the 

To get the Sandalwood Box back…?

-- The Daemons of Castle Windemere -- 

(Castle Windemere, Saer’Bahn)

The greater daemon outside the front door, Saer’Bahn, will speak with the 
Avatar only after Dryden has sent the Avatar to see Elistaria. He describes 3 
binding elements that keep himself and 2 other daemons in thrall to Elistaria, 
and that if released, they will kill Elistaria. The other two daemons are 
Fraoch and Sarkael (see Possessed).

The binding elements are in a chest on the lower floor, and are considered 

If Elistaria is not nearby, Saer’Bahn refuses to accept the skull. Fraoch will 
accept the skull (ask his Name), but both he and the skeletons in the keep 
attack the party.

If Elistaria is nearby (she and both daemons are in the throne room around 
5pm), they attack the residents of the keep. If only one is freed, the other 
daemon may attack it as well, and it will likely die. Once the daemons are 
free, speaking with them again may cause the party to attack them even if they 
are not hostile to the party; and killing them incurs a –5 Karma penalty. If 
Fraoch is freed after Saer’Bahn, he will also attack Saer’Bahn.

+15 XP for freeing each daemon.

BUG: Once the daemons are freed, it is likely that the game becomes unstable. 
Any remaining daemons stand around in attack animations when all opponents are 
slain, and during this, any attempt to load a savegame results in a crash to 
desktop. Elistaria may move, but she remains in a seated position and does 
nothing unless the Avatar speaks with her. If the daemons are slain, loading a 
savegame will not crash the game.

-- I’ll Tell You All About Alonda -- 

(Castle Windemere, Edwin)

Ask Edwin about the other student Alonda. If she is around, he offers to tell 
all when in private, when he will insist she is a half-orc. Alonda does 
nothing other than become upset.

-- Kill the Traitor -- 

(Lycaeum, Arkandor)

After meeting Arkandor, speak with Lady Elistaria at Castle Windemere about 
him, and she will ask the Avatar to kill Arkandor for her. Killing Arkandor 
causes him to drop “Arkandor’s Head”. Bring this to Elistaria (+15 XP).

One way to safely kill Arkandor is to corner him in his room upstairs in the 
afternoon. Cast Energy Field at the doorway to block him from escaping, then 
cast Fire Field inside to kill him (because of the Energy Field, he cannot 
walk out of it). Using Fire Field will not attribute the death to the party.

-- The Jewelled Sword and Shield -- 

(Castle Windemere, Thrud)

Ask Thrud about his Items and he offers a Jewelled Sword and Jewelled Shield 
in exchange for the Resistance password. (+15 XP)

-- Betray Ean -- 

(Jhelom, Guard Tower, Jonus; requires Black Badge)

Ean’s location can be betrayed to Jonus. (-25 Karma).

-- Expose Thorne -- 

(Jhelom, Guard Tower, Jonus; requires Black Badge)

When asked about Thorne, Jonus orders the Avatar to follow him to find 
evidence of a connection to the Resistance. Note that Thorne will not speak to 
the Avatar if they are wearing the Black Badge. Speak with Thorne and get the 
Mantra of Valour from him, then tell Jonus that he has the Mantra (+15 XP, -10 
Karma). Thorne does not disappear, however.

-- Remove a Rival -- 

(Jhelom, Guard Tower, Jonus; requires Black Badge)

When asked about Shannon, Thorne asks the Avatar to be invited to Trian’s home 
so that an incriminating letter may be planted and the guards may arrest 

Option 1: Follow the Plan

Ask Trian about his poem concerning Windemere’s attack on Jhelom (it may be 
necessary to ask Ean, on the island to the north, about Windemere to get this 
topic with Trian). Trian tells the Avatar to meet him shortly after 11pm at 
his house (north end of town, SSE of the Trainer’s house. He will, however, 
recite the poem whenever he gets home after dark (shortly after 10pm). Speak 
with him to plant the letter in dialogue.

Report to Jonus in the morning (+15 XP, -20 Karma), who arranges for Trian to 
be arrested.


Option 2: Betray Jonus

Pretend the note was planted and report success to Jonus, then speak with 
Trian again, who says his house was just ransacked. BUG: If Trian was informed 
of the plot before Jonus was told the note has been planted, dialogue with 
Trian will freeze. Otherwise, after getting this report from Trian, Jonus will 
be hostile and try to arrest the Avatar. –5 Karma for killing him. Even after 
Trian’s place has been ransacked, the plot can be revealed to Trian (+15 XP, 
+2 Karma).

-- Recruit Shalira -- 

(Moonglow, Donn Piatt)

With the Black Badge and current password (he tries to arrest the Avatar if 
the Avatar has the Badge but not the password), Donn Piatt will say he has 
tried to recruit Shalira (the local Trainer) for the Oppression but has so far 
failed, and asks the Avatar to try.

Speak with Shalira and speak supportively of the Oppression to help her 
rationalize their policies. She will then join (+15 XP). Speak with Donn Piatt 
about her again and he reports that she has joined (+15 XP). BUG: When Shalira 
is next spoken with, her dialogue is as if she were a student in Windemere.

-- The Oppression is the Way Forward -- 

(Trinsic, Wounds of Honour, Leila)

Leila is at a crossroads with her loyalties, and the choice will come up 
between convincing her to choose to wait for Lord British, or to choose to 
support the Oppression.

************************* Oppression End ******************

-- The Plans for the H.M.S. Cape

(Brittany, The Oaken Oar, Master Hawkins

Brittany, The Oaken Oar, Squire Jimmy)

Speak to either about ships to discover Master Hawkins would like to look at 
the plans.  The plans are in a locked Chest of Drawers in The Oaken Oar. Give 
them to Master Hawkins (admit to finding them in his “storage room” for no 
karma loss) to receive a copy. +15 XP. After returning the plans, he gives a 
200 gp rebate on the purchase of the Sprightly Nymph (as of v1.2, a bug fix 
patch is needed).

-- A Portrait of a Lovely Woman

(Britain, Fogsbane, Jotham)

Speak with Jotham about his wife, and at the end of dialogue he asks that his 
wife’s portrait be taken to Minoc to be restored. Bring it to Woodruffe in the 
Artisan’s Hall, who restores it for 50 gp. Bring it back to Jotham (+15 XP) 
who offers to reimburse the Avatar 50gp, or, if declined, gives a Magic Shield 
(+3 Karma; re-initiate dialogue and ask about the shield).

-- A Portrait of You

(Minoc, Artisan’s Hall, Woodruffe)

When the Avatar speaks with him for the first time, he immediately asks to 
paint the Avatar, and gives the portrait for free.

-- Possessed

(Cove, Vortigyrn)

Vortigyrn the bard in Cove asks for the Mantra of Compassion. Giving it to him 
will result in the destruction of the Shrine of Compassion, but there is no 

Various people in Cove speak of the bard acting strangely, and in fact he has 
been possessed by Sarkael, a Greater Daemon hiding in a cave on the south 
coast of Cove, against the cliffs. The demon Sarkael alludes to being in the 
service of a mage on an island somewhere. Putting the story together, Sarkael 
is trying to discover the mantras (he cannot say this outright), and to curry 
favour with the Shadowlords he is manipulating Vortigyrn into killing the 
sisters in the Cove Temple of Virtue.

Find Sarkael, who auto-initiates dialogue and becomes hostile at the end (BUG: 
If the Avatar does not explore any topics with Sarkael and ends the dialogue 
with Bye, each attack on Sarkael takes off karma, as if he were an innocent). 
Killing Sarkael reduces Karma by 5.

ALTERNATIVE?: Sarkael’s Binding Element is in Castle Windemere. Steal it and 
bring it to him, and he will arrange for everyone in the castle, except the 
seneschal Arthur, to be killed. +15 XP, no karma loss, but the Binding Element 
needs to be stolen.

Speak with Vortigyrn afterwards (+50 XP). Vortigyrn will remember that the 
Avatar gave him the Mantra, and direct them to Paws to speak with one of the 
crafters of the Shrines of Virtue about how to restore them (see The Lost 
Shrine). Restoring a Shrine gives +50 XP and +15 Karma.

-- The Proud Suitor

(Paws, Wishing Well Horses, Ferru)

Speak with Ferru about the village residents and he mentions he is anxious for 
Lorren to return his advances.

Speak with Lorren in the Smuggler’s Inn, and she says she’d rather speak of 
this “elsewhere”, but she will speak more at night at the Inn. She says she is 
afraid of Ferru because of the keenness with which he sympathizes with the 

Find out what happened to Kitten of the Cat’s Lair and confront Ferru about 
it. Then talk to Ferru about Lorren, and reveal that she is afraid he might 
use the Oppression against her out of spite. He comes to realize how the 
Oppression has affected him. +100 XP.

-- Quest for a Wondrous Beast

(Paws, The Cat’s Lair, Bandaii)

Ask about his quest to find a talking animal, and if the Avatar has spoken 
with Smith, they may reveal the location of Smith as being in Iolo’s Barn. +15 

-- Enilno and the Minax Journal

Check with Smith about Bandaii, then check back with Bandaii about Smith. 
Bandaii’s dialogue continuation will say that Enilno may exist in a dungeon 

Enilno is in a secret area in Dungeon Hythloth. From the area where the Mystic 
Arms are found, to proceed further, ledges must be Blinked or Grappled.

Just across the first jump is an area where there are two nearly identical 
areas involving a mesa lateau with rocks and treasure in the middle, guarded 
by mongbats and a daemon. Between these two is a large cave with a lake in the 

From one of the mesas, there is a boulder-strewn path leading down a ledge. 
The boulders are illusionary, so walk through them. They continue down to a 
narrow ledge, leading to an open area with ruins. Enilno is on the far 
pedestal. In this area will also be a journal penned by Minax, the villainess 
in Ultima II.

-- Ransack’s Errand

(Buccaneer’s Den, The King’s Ransom, Ransack)

Ask about business, and he says he thinks Nikki’s prostituting herself, and 
since she’s his slave, he’s supposed to get a cut. He directs the Avatar to 
speak with Tierra first, then Nikki. Tierra just says there will be no cut for 
Ransack, and Nikki is all coy about it. Information from Daem suggests Nikki 
is smitten by Geoffrey, but there is no confirmation from anyone. Her journal 
(from her house, S of the tavern) also corroborates this. Read it, then speak 
with Geoffrey.

Report back to Ransack after getting the story from Tierra. Implicating Scally 
is –1 Karma, but no other apparent effects.

If Geoffrey is in the party, there is expanded dialogue with Nikki.

-- Rats

(Lord British’s Castle, Stephen)

The Upper Kitchen cook talks about clever rats stealing from the food stores. 
Go into the basement storage to discover Saduj sleeping there. He is awake at 
night, on the roof, and can join the party. Once he is in the party, Stephen 
says the theft has stopped, and attributes it to his use of rat poison traps.

************************** Path of The Resistance *************************
-- Join the Resistance

(Britain, Iolo's Bows, Gwenno

Britain, apple orchard, Terrence)

OPTIONAL: On ending dialogue, Gwenno asks to join. When she joins, she says 
she wants to say goodbye to various people, and Terrence in particular because 
he "had help" replacing his trees.

Speak with Terrance about his Orchard and he lets slip about the Resistance. 
He directs the Avatar to Chamfort in Yew.

Speak with Chamfort in private (not near Ronan, who is sympathetic to the 
Oppression) or he will deny knowing of the Resistance. Chamfort is free to 
speak about the Resistance whenever there is no one nearby, such as:

    * In the morning upstairs of the forge, at ~6am when he wakes and sits 
    down for breakfast.
    * In the afternoon when he returns from lunch and Ronan goes upstairs 
    (about 1:30pm).
    * In the evening when Ronan leaves (at 7pm)

He will speak of the Resistance, give the password ("Dawn"), and give a key 
for the HQ in the hidden area of the jail. +15 XP. To get into the secret 
passage in the Yew Jail holding Jerone:

    * Go down Chamfort's fireplace (lever at the inside left corner)
    * Pick the lock on Jerone’s cell to enter and open the secret wall.

Join the Resistance by speaking with Landon for +15 XP.

-- Quests for the Resistance

Once the Avatar has joined the Resistance, speak with Landon for quests. The 
first quest, to free the vinters from the Yew stocks, must be completed before 
Landon will give any other assignments. Landon will also acknowledge tasks for 
the Resistance only once in each conversation, so it is necessary to 
re-initiate conversation until all acknowledgements are clear. In general, 
however, there are no additional rewards from Landon.

-- Empath Abbey Connections

(Yew, Resistance HQ, Landon

Note that it is possible to free Mario and Aleyn without getting this quest 
from anyone.)

Ask Landon about Quests, and he reveals that he would like Mario, the 
once-owner of the Dwarf in a Cask, freed. They are in stocks in the town 
centre. They can be freed by…

·         Paying their fine with Lord Dryden (2,010 gp)

·         With lockpicks in dialogue.

+5 Karma and +15 XP for releasing Aleyn. +4 Karma and +15 XP for releasing 
Mario afterwards.

After this quest, Landon gives all remaining quests, one each time dialogue is 
initiated with him.

-- Arms for the Resistance
1 – Collect Weapons Shipments

Ask about Quest after reporting back to Landon. He wants the Avatar to pick up 
arms from Chamfort when Chamfort is alone. At this time, Chamfort will also 
offer the Mantra of Justice.

Report back to Landon (+15 XP) and Landon asks the Avatar to distribute them:

    * Britain – North Brittany, Vigil
    * Jhelom – Ean

2 – Deliver Weapons Shipments

    * North Brittany - Vigil
          o Speak with Vigil (+15 XP) about the Weapons Shipment to deliver 
	  it. She then directs the Avatar to speak with Thentis for meeting 
	  instructions. Speak with Joshua (squash patch) or Thentis 
	  (cornfield) and give them the Resistance password to be given 
	  meeting instructions. Meet at the well in the NW corner of Brittany 
	  at 11pm and speak with Vigil there.
    * Jhelom – Ean
          o Ean is on the small island north of the city of Jhelom. Speak with 
	  him about Weapons to deliver the shipment (+15 XP).

3 – Report Back
-- The Crown Jewels

This quest is available even if the Arms for the Resistance are not yet 

Speak with Sir Simon in Bordermarch about the Crown’s powers; Bordermarch is 
on an island west of Spiritwood (Skara Brae). It is mountainous, and the 
castle is at the northern peak. Once at the summit via Blink or Grapple, the 
party can enter an escape tunnel (stairs leading down, outside the castle), 
take the Tunnel Key to open the doors there, then go through a long tunnel 
back down the mountain.

Sir Simon additionally tasks the Avatar to recover the Crown Jewels of Lord 
British: The Amulet, the Sceptre, and the Crown.

-- The Amulet of Lord British

(Bordermarch, Lady Tessa)

Lady Tessa has scryed the location of Lord British’s Amulet to be in the 
Underworld, amongst some graves. This is in the Underworld accessed by Dungeon 
Dastard. She says the Avatar will need it in the darkest part of the 
Underworld where Lord British is held.

-- The Royal Sceptre

According to Sir Simon, the Royal Sceptre is atop Stonegate, a small fortress 
in the V-shaped mountains North of Cove and South of Minoc. Use a Grapple or a 
Blink spell to get up. BUG: The Shadowlords may kill the guardian demon 

The demon Balinor guards the door. Answering his riddle (“chastity” or 
“virginity”) gives the party +15 XP, but Balinor still attacks. If the 
Shadowlords have not been permanently destroyed, they are also present and 

Note that as soon as Sir Simon reveals the location of the Sceptre, 
Bordermarch is attacked.

-- Attack on Bordermarch

The Oppression agent Gerrin leads a team of the Black Company to Bordermarch, 
claiming to have followed the Avatar. He asks if this place is a Resistance 
stronghold. There are two choices:

    * Yes. No Karma penalty for being Honest. Everyone is Bordermarch feels 
    doomed and neither Sir Simon nor Lady Tessa will speak with the Avatar 
    anymore. (+15 XP)
    * No. –1 Karma for lying. Gerrin orders an attack, but attacking Gerrin 
    will mean the Bordermarch residents will become hostile to the party. 
    Killing Gerrin or any Bordermarch residents is –5 karma each. One way to 
    handle this encounter is to set the party on Hold Fire so they will not 
    accidentally react to Gerrin. Kill all the Oppression soldiers, then let 
    the Bordermarch residents kill Gerrin. Unless the party helps, it is 
    possible that a Bordermarch resident may be killed, although between them 
    and the guards, the Oppression force will generally be cleared. Speak with 
    Sir Simon after for an invitation to rest at Bordermarch (+15 XP). Go down 
    to the harbour and loot the chest that Norcen stole from the Oppression 

-- Help Anniel / Free Greymarch

This is a set of quests related to the Sceptre.

-- 1 -- 

(Trinsic, Guard Captain Gruman)

After Gruman gives the mantra of Honour, he asks for the Resistance password. 
Give it to him, then ask him about the Resistance. He directs the Avatar to 
speak with Hettar, and also mentions helping to sort out the incident 
involving Rowenie. The background to Rowenie’s story is:

Anniel was attacked by a Shadowlord, and Greymarch defended her. Ellison 
ordered Greymarch arrested, and Froed made trouble. Rowenie helped Froed 
escape, and Gruman was ordered to arrest Rowenie, but Gruman conspired to help 
Rowenie escape.

Rowenie’s story can also be had from Greymarch by speaking with him first, 
then his son, then reporting back to him.

-- 2 -- 

(Trinsic, Wounds of Honour, Anniel)

Speak with Anniel in the Wounds of Honour, and she tells her story if Katrina 
is in the party: Chuckles, Lord British’s jester, asked her to bring the Royal 
Sceptre to Serpent’s Hold, but she surrendered it to the Shadowlords while in 
Trinsic. She is ashamed, but asks to know the name of the warrior who saved 
her. Tell her it was Greymarch, and she asks that her thanks be relayed to 

-- 3 -- 

(Yew, Jail, Greymarch)

Relay Anniel’s thanks and find Greymarch believes that in helping Anniel, he 
ultimately caused his son’s death.

Find Froed in Skara Brae (in the woods near the ranger fort and the healer) 
and speak with him about his father, then report back to Greymarch.

Greymarch then tells his story and gives information that Anniel was on a 
mission to convey the Royal Sceptre to safety. He gives the location of Sir 
Simon and Bordermarch and will now allow himself to be freed by either having 
his fine paid or being given a lockpick (+15 XP, +5 Karma). Both Froed and 
Greymarch disappear.

Report back to Anniel (+15 XP, +3 Karma).

-- The Crown of Lord British

On top of Blackthorn’s Palace.

-- Break the Blockade of Serpent’s Hold

Gain entry into Serpent’s Hold via the Cape of Heroes, and speak with Lord 
Malone about how to break Blackthorn’s blockade. The full quest to help 
Serpent’s Hold is in Trinsic: Speak first with Guard Captain Gruman, who 
directs the Avatar to speak with Hettar at the Trinsic stables. Hettar gives 
instructions for getting supplies and shipping them to Serpent’s Hold:

    * Speak with Magdalena at the Crystal Chalice about Hettar’s plan to 
    smuggle food. (+15 XP)
    * Speak with Woolfe at the Paladin’s Protectorate about Hettar’s plan to 
    smuggle iron. He agrees only after Jimmy receives a cure (see Cure Jimmy; 
    +15 XP).
    * Leila at the Wounds of Honour needs to be convinced to supply the 
    Resistance. She is at a crossroads with her loyalties, and the choice will 
    come up between convincing her to choose to wait for Lord British, or to 
    choose to support the Oppression. Convince her that Lord British still 
    lives, and she confides that she would like to join the Resistance. At 
    this point, she will be amenable to Hettar’s scheme to smuggle supplies to 
    Serpent’s Hold. (+15 XP)
    * After securing all 3 types of supplies, report to Hettar for +15 XP.
    * Speak with David at Grayhaven Lighthouse (far south of Trinsic, past the 
    Moongate, at the lighthouse at night) about procuring a ship.
          o David gives a smuggling route map for a contact, Dalgrin at 
	  Buccaneer’s Den (at the harbour). Give it to him for +15 XP.
          o Dalgrin sends the Avatar to deliver a letter to Lord Malone in 
	  Serpent’s Hold (he gives sextant coordinates, but doesn’t name the 
	  place). Lord Malone will prepare the deed in the audience chamber.
          o Dalgrin also wants a declaration of asylum signed by Captain 
	  Geoffrey (at Buccaneer’s Den).
          o Once Dalgrin has both Deeds (+15 XP for bringing each to him, +15 
	  XP for completing both tasks), he agrees to run the blockade. Report 
	  back to David (+1 Karma).
          o Report back to Lord Malone (+15 XP).
          o Landon initially does nothing particularly useful on reporting 
	  back to him, but speak with him a second time and he mentions that 
	  the Avatar has been responsible for recruits from Trinsic. Landon 
	  offers 50 gp for expenses; decline for +2 Karma.

-- Infiltrate the Oppression

Join the Oppression and bring to Landon the Oppression password, and a Black 
Badge. See “The Oppression” for related quests in progressing with the 

The password can be obtained from Archmage Flain (+15 XP), and the Black Badge 
from Elistaria. (no XP). Landon will not keep the Black Badge.

-- Other Quests and Tasks
-- Fagles (?)

(Britain, Trainer (NW), Fagles)

Fagles will acknowledge the Resistance password and invite the Avatar to speak 
with him in his house, when he returns there at 9pm. His house is East of his 
shop, between the Bard’s Guild and the entrance to the Wine Cellar. He asks 
the Avatar to confirm their identity as the Avatar, and lying loses the party 
1 Karma. There is no other apparent effect.

-- Report the Traitors, 1

(North Brittany, Brittany Inn, Terbor)

Once the Avatar has joined the Resistance, speak with Terbor, who reveals that 
he knows of them and is tempted tempted to get a reward from Blackthorn for 
turning in the Resistance because he is strapped for cash.

Whether the Avatar works for the Oppression or not, the Avatar can encourage 
Terbor to turn in the Resistance. Terbor believes the Avatar is secretly working 
for Blackthorn. (+15 XP, -5 Karma).

Or, the Avatar can rent a room at the Inn, which helps Terbor’s business (+15 
XP, +1 Karma), recieveing a key for the Inn, at a discount for 25 gp. 
Note that if a room is rented prior to speaking about the 
Resistance, the Resistance topic is removed. +1 Karma but no XP award.
-- Report the Traitors, 2

(Britain, Guard Tower, Maul)

Vigil can also be reported as the Resistance Cell leader to the Britain Guard 
Captain, Maul.

-- Windfer

(Paws, Windfer)

If Windfer asks about whether the Avatar has recently been to Yew, let him 
know that the Oppression has corrupted Justice, and he becomes determined to 
resist the Oppression, citing that Dr. Cat will put him in touch with the 
appropriate parties. +15 XP and +2 Karma.

-- Chuckles Knows About the Gardener

(Brittany, Castle Britannia, Chuckles)

Chuckles will ask just once, this sequence: Name, Savior/Gardener, 
Resistance/Oppression. On answering that the Avatar is with the Resistance, he 
reveals that Saduj is with the Oppression.

-- Promote the Resistance

(Brittany, pig pen, Camile)

Once the Avatar has joined the Resistance, speak with Camile and tell her of 
the existence of the Resistance in North Brittany. She comes to realize about 
the “Haunted Park” and the well there as the meeting place of the Resistance 
cell. +15 XP, +2 Karma.

-- Rally the Resistance

(Brittany, Loef)

When meeting at the well at night, the first round of dialogue reveals some 
information on the Shadowlords. Speak then to Loef, and following his 
suggestion, speak to Joshua and Thentis, then relay their thoughts about Vigil 
to her. This second round of dialogue rallies the Resistance. +15 XP, +2 

-- A Spy on New Magincia

(New Magincia, Tetsuo)

If the Avatar replies that he is not working for Blackthorn, Tetsuo confides 
that he believes a spy for Blackthorn was landed on New Magincia and did not 
leave, but doesn’t know where he is now.

Speak with Genne at the Humble Palate about Braunam, and if the Avatar knows 
the Resistance password, Genne drops a key to Braunam’s room (but lock on the 
door can be picked).

The supposed spy Braunam is upstairs in the Humble Palate. Give him the 
Resistance password and he sells items at inflated prices.

-- Bring Word to the Rebels

(Skara Brae, Ranger fort, Heron)

Heron freely speaks of the rebels once Hazael mentions them. He says he will 
bring word from the Resistance to the rebels if the Avatar will contact the 
Resistance. Speak to Landon (+15 XP) who asks the Avatar to deliver a message. 
Bring this to Heron (+15 XP, +5 Karma). Later, Heron will say the Rebels have 
moved on. As a reward, he offers Training.

****************************** Resistane End ******************************

-- The Second Avatar

(New Magincia, The Humble Palate, Kintara)

Speak with Genne, who asks the Avatar to intervene with Kintara. Speak with 
Lewis in private (e.g., when he leaves the tavern and goes to the house), and 
Lewis reveals his true feelings about Kintara. Report back to Kintara, then to 
Shimoka, who also mentions that her sister has been taking odd morning walks. 
Reveal to Lewis that he was speaking with the Avatar. He then sorts out his 
feelings and realizes his errors. Speak with Kintara again to get her thanks 
(+15 XP), and to bring up the subject of her morning walks (see Usami’s 

-- Sedemihcra the Owl

(Moonglow, The Herbalist, Nilrem)

Nilrem has a game where he tries to trick the Avatar into agreeing that there 
are eight moons. “Win” this game by not falling into the trap of replying 
“eight” to all his questions, and win it eight times to receive the quest to 
recover his owl Sedemihcra.

Sedemihcra (“Archimedes) can be found in a Hollow Stump near the Moonglow 
graveyard (Northwest of Moonglow). Bring it to Nilrem (“Merlin”) in the New 
Magincia magic shop for a Sword of StoneStrike (+15 XP).

-- Shaana’s Fate (?)

(Blackthorn’s Palace, Blackthorn’s bedroom, Blackthorn)

Speak with him when he is in his bedroom, and the party catches him looking at 
a portrait of Shaana. If there is another party member, they recognize Shaana 
as being theYew Inquisitor.

-- The Shadowsteed (?)

(Blackthorn’s Palace, stables, Kraw)

Kraw relates the story of how Blackthorn’s first mount, Virtue, died, and how 
Virtue was resurrected as the daemonic Shadowsteed, which escaped the castle 
and never came back. Supposedly, it is still on the island somewhere.

-- Shady Dealings with Buccaneer’s Den (*)

(Minoc, Stormcrow, Windmire)

Speak with Windmire about Captain Blythe, and he claims that Blythe’s ships 
have been seen at Buccaneer’s Den, and that Blythe has some sort of dealings 
with the pirates.

-- Shamino’s Wound

Visit Jessip in Empath Abbey with Shamino nearby. They have a dialogue 
sequence in which Shamino is partially healed.

-- The Shrine Quests

Meditate at each of the shrines to receive a quest from each shrine to recover 
the Codex and learn of the virtue’s opposite.

If a Shrine is destroyed, use the Word of Power of the associated dungeon to 
restore it (+50 XP, +15 Karma) in order to meditate there. Meditate for 3 
cycles to receive a quest.

    * Compassion – MU – Britain, Greyson
    * Honesty – AHM – Verity Isles gypsy camp, Malifora
    * Valor – RA – Jhelom, Thorne. Speak first with the bard Trian about 
    Thorne and the Shrines, then speak with Thorne.
    * Justice – BEH – Yew, Chamfort, after picking up arms for Landon
    * Honor – SUMM – Trinsic, Guard Captain Gruman; he will ask for the 
    Resistance password and it is harmless to give it to him
    * Sacrifice – CAH – Minoc, Captain Blythe’s Tent, Rew
    * Spirituality – OM
          o Ask Saul at the The Haunting Inn about his job, and he eventually 
	  says he and his friend Kindor were going to a shrine, reputed to be 
	  very beautiful. Speak with Kindor (at the Spirit Healers, starting 
	  6pm), and he reveals the location to be the Shrine of Spirituality. 
	  He says Lady Janell of the Lycaeum would know how to get there, and 
	  he also gives the Mantra of Spirituality.
          o Speak to Lady Janell of the Lycaeum to discover how to reach the 
	  Shrine of Spirituality (enter any moongate at midnight): Between 
	  0000 and 0100 hours, all moongates transport to the Shrine of 
	  Spirituality. The Shrine of Spirituality moongate transports back to 
	  the moongate from which the party departed.
          o This shrine cannot be destroyed by giving away the Mantra.
    * Humility – LUM – New Magincia, Wartow.
          o Speak with Shirata first about Wartow, then ask Wartow about 
	  secrets. Pass his humility test (question about Blackthorne) to 
	  receive the mantra and 15 XP each.
          o This shrine cannot be destroyed by giving away the Mantra.

All the Shrine Quests can be done at the same time at the Codex. When all 
eight are done, the Word of Power for Dungeon Doom (VERAMOCOR) is revealed by 
the Codex.

Return to each Shrine to meditate after reading from the Codex (+100 XP each, 
+5 Karma once).

-- Sidle

(Paws, Mill, Halward)

Speak with Halward about the residents of Paws and he mentions Danfits of The 
Guild knows Fagles in Britain. Danfits won’t mention anything, but Fagles will 
and suggests the Avatar calls Danfits “Sidle” to get a reaction.

Speak with Danfits, who becomes upset, and offers a number of items to keep 
the Avatar quiet about his old name: Black Potion, Green Potion, Peering Gem 
(3), Skull Key (3). +15 XP.


(Buccaneer’s Den, The Broken Lock, Daem)

Buy information about the Guilds, and ask about Danfits. Daem suggests the 
Avatar ask Danfits about his old name “Sidle”.

-- The Sleepwalker

(Trinsic, Guard Captain Gruman

Trinsic, Paladin’s Protectorate, Woolfe)

Gruman describes Sindar the town mage as having narcolepsy, and at an 
unfortunate time, when Blackthorn besieged the city. He directs the Avatar to 
speak with Leila the healer.

Ask Woolfe about how he’s worked so hard he’s “seeing things” and he says he’s 
seen the supposedly comatose mage Sindar walking the walls at night.

Anniel at the Wounds of Honour also has incidental dialogue about Sindar 
waking up at night.

 Sindar wakes at midnight, but doesn’t talk until he goes outside the 
 infirmary, a short way and headed toward the town centre. He sleepwalks until 
 3am then heads back to the infirmary. During this time, he can be asked for 
 the Word of Power for Shame.

-- Something Wrong with his Face

(Bordermarch Docks, Norcen)

There is additional dialogue about Norcen’s face, which is disfigured by a 
disease if Jaana is in the party. The only sequence that works is: Speak with 
Sir Simon and ask about Norcen; speak with Norcen and ask about his job, which 
adds the “face” topic; mention Sir Simon; ask about his face. Jaana will tell 
him the condition is curable and that he can go to see the druids in Yew for a 

--  Spectres (*)

(Bordermarch, Lady Tessa)

Lady Tessa speaks of Blackthorn’s specters, alluding to the Shadowlords, but 
says no more except to “ask [her] again sometime”.

-- Stones

(Britain, Bard’s Guild, Teril)

Teril believes he can learn no more from Salan (and Salan confides this to the 
Avatar). Ask Teril about what Salan doesn’t teach, and he invites the Avatar 
to meet him privately after classes and after “dinner”. His house is the 
two-floor NW of The Wayfarer Inn (he shares a bed with Silvan).

The classes break once for lunch at ~12:30 pm and for “dinner” at ~3pm. When 
he returns to his house at 3pm at sits down at the table on the ground floor, 
the Avatar can speak with him there about Salan, to discover that Salan won’t 
teach him how to play “Stones”. Teril asks the Avatar to intercede.

Salan will still be in the Bard’s Guild at that time. When asked about Stones, 
he dodges the question unless Iolo is in the party, whereupon he explains the 
Mayor has outlawed it and recommends getting it from Lord Kenneth. He directs 
the Avatar to Empath Abbey for the next clue.

The Mayor explains the ban as a decree from Blackthorn.

At Empath Abbey, the resident bard, Tim, directs the Avatar south, beyond 
Trinsic and also gives a side quest, “Sheet Music”.

Find Sir Kenneth in Grayhaven, and learn the harpsichord from him, during 
which he teaches Stones as ABC-DCB-CBA-BAGE. He also gives a copy of “Stones” 
sheet music, with which the Avatar can play the harpsichord in the room on the 
roof of Lord British’s Castle, and open the secret door to get the Sandlewood 

There is no further follow-up from Salan, Teril, or the Mayor about Stones.

-- Sheet Music 

(Empath Abbey, Tim)

Ask about Sir Kenneth, and he asks for sheet music from Kenneth, Lord 
British's Court Composer. He hints that Kenneth’s music is magical, and 
informs that Kenneth went south beyond Trinsic. Sir Kenneth has in fact 
retired all the way on the southern coast, at the lighthouse Grayhaven. For 
Tim, he gives a signed copy of “Stones” sheet music. +2 Karma, and +15 XP and 
+2 Karma for delivering it to Tim.

-- Stranded on Dagger Isle (*)

(Buccaneer’s Den, harbour, Dalgrin)

Dalgrin mentions the monster-infested Dagger Isle north of Moonglow, and how 
they left “Ol’ Benjamin” there and forgot to go back for him. He may be the 
stranger in Dungeon Deceit who won’t give his name.

If the stranger asks for the Avatar’s name, telling the truth gives +1 Karma.

When asked about the shadows, if the Avatar responds “kill the lights”, the 
stranger attacks. There is a karma penalty for killing him.

-- A Strange Wind (*)

(Grendel’s Hut, Grendel)

For Grendel’s location, see “An Alchemical Accident”.

Grendel tells of a disturbance in the swamp and a “strange wind”. After a 
brief discussion, he asks the Avatar to visit him again after clearing the 
disturbance in nature that has reached the swamp from the mountains to the 

-- The Summoning

(Greyhaven, Sir Arbuthnot)

Speak with Sir Arbuthnot, reveal to him you are the Avatar, and show him the 
Codex Coin as proof. He then gives the full (and lengthy) story about his part 
in the summoning of the Avatar, and of a mysterious mage who was unknown even 
to the persons in the Resistance who had commissioned the Coin.

-- Supplies for the Sword and Keg
-- Cocoa Beans -- 

(Jhelom, Sword and Keg, Nicole)

Ask about her duties, and she will ask for Cocoa Beans, but give no 
instructions. On the Serpent Hold island, there is a Cyclops-guarded tower in 
the south east corner. NW of this tower is a Cocoa Tree. Harvest some beans 
and she will pay 50 gp for them.

-- Empath Abbey Wine -- 

Then she will ask for Empath Abbey Wine. This can be obtained from Lord 
Michael (see “Love and Virtue for Sin’Vraal”) or Valos (see “Animals in the 
Orchard”). She will pay 60 gp for a bottle.

-- Tactus Sent Me

(Minoc, Darkwatch Armoury, Tactus)

Speak with Tactus about Blackthorn, and he recommends the Avatar speak with 
Judge Dryden in Yew, and to mention his name. Follow up with Judge Dryden for 
+15 XP and a request to do two tasks: Report to Archmage Flain in Skara Brae, 
and uncover rebel activity in Skara Brae.

-- Telila the Gossip

(Farthing, Quintin)

If asked about gossip, he recommends the Avatar speak with his friend Telila 
in Britain (The Wayfarer Inn). Speak with Telila about rumours and she tells 

    * Bullweir of Jhelom was talking about the Mystic Arms.
    * Bullweir’s friend Nomaan loved her and left her.

Follow up the rumours in Jhelom. Note that (per Nomaan’s tips, Bullweir will 
talk only when drunk in the tavern in the evening).

    * Bullweir will talk about Ambrose knowing of the Mystic Arms, and if he 
    is bought a drink (10 gp), he says Ambrose is in Cove. Note that it is not 
    necessary to speak with Bullweir to speak with Ambrose about the Mystic 
    Arms (See “The Mystic Arms”).
    * Nomaan claims Telila tried to make him drunk and then seduced him, and 
    he fled the Inn out of embarrassment. There is no follow-up from Telila.

--  Theft at the Wayfarer Inn (?)

(Britain, The Wayfarer Inn, Justin)

Ask him about Donya to start. He tells the Avatar that something happened to 
make Donya suspect Tika stole money, even though Tika's not the type to do so.

There may be no quest here, and he is just referring to the times when a 
Shadowlord is in town.

-- A Thimble for Rew

(Minoc, Captain Blythe’s Tent, Rew)

Speak with Rew about making sails, and she says her job would be easier if 
only she had a thimble, but Captain Blythe won’t allow her one. Buy one from 
any clothier and give it to her in dialogue for +15 XP and +3 Karma.

-- Thom's Story

(Britain, Trainer, Fagles)

Ask Fagles about his Friends, and about Thom. He tells the Avatar to name-drop 
his name to make Thom tell a special story about their adventuring days. No 
follow-up from Fagles.

-- Thorne’s Tall Tale

(Jhelom, The Sword and Keg, Thorne)

After 8pm, Thorne will tell of one of his exploits.

-- The Tinker’s Tale

(Cove, Ivar)
-- 1 -- 

After speaking with Ivar, Julia mentions that she did not recognize him as a 
Tinker from Minoc, which is what he claims. The sisters in the Temple of 
Virtue says he is fleeing Minoc for a shameful deed. There is no progress to 
Ivar’s backstory in Cove until tasked by Carolyn to investigate him in Minoc 
(Carolyn gives this task after The Ettin Alliance).

If Vortigyrn is freed from Sarkael, he can tell the Avatar that Ivar is 
actually Tenneth, the ex-mayor of Minoc. Carolyn will already know that 
Vortigyrn has revealed his identity.

Confront Ivar to learn about his having tried to murder Guinere, who was 
blackmailing him. He asks to be allowed to evade justice until after 
Blackthorn is deposed, and agreeing to this gives +15 XP and +2 Karma. If the 
Avatar refuses, Tenneth attacks. –5 Karma, and –5 Karma for killing him.

Delwyn at the Minoc Poorhouse also has information (see The Widow Hahna).
-- 2 -- 

(Minoc, Widow Hahna’s house, Widow Hahna)

To follow up with Ivar’s backstory, speak with Widow Hahna in Minoc.

She is awake at 7am, and due to a bug (there is a bugfix available, but for 
new games only), she can only be spoken with then, and does not exist during 
the day. For an instant at 7am, she stands behind the chair in her house.

Ask her about Delwyn’s rumour and she asks for more “leaf” before she will 
consent to telling her story. This “leaf” can be purchased at Buccaneer’s Den 
from Dalgrin (200 gp) or Daem at the Broken Lock (2 gp).

Give her Leaf (+15 XP, and -2 Karma for supporting her addiction?) and she 
reveals her background: She and Guinere were both into Leaf and liquor. And 
they were both into gaining power unscrupulously. They blackmailed Lord 
Tenneth, but Guinere betrayed her afterwards with her involvement in her 
husband’s death. Hahna then allied with Tenneth and Fenelon (who was being 
blackmailed by Guinere) against Guinere. They hired Dalgrin of Buccaneer’s Den 
to kill Guinere.

Speak with Fenelon for his story, which he will reveal only if the Avatar has 
helped Rew escape (see Free Rew): He sold slaves from the Minoc Poorhouse to 
the pirates of Buccaneer’s Den. He confirms that he arranged for Dalgrin to 
murder Guinere. Show him Compassion for his attempt to atone by protecting Rew 
(+1 Karma).

-- Tomoka’s Problem

(New Magincia, Tomoka)

Ask Tomoko about Wartow to discover she could not decipher his riddles when 
she asked him for help. Wartow directs the Avatar back to Tomoka to reveal her 
past and the love triangle between Tomoka, her ex-lover Yasuda, and his 
now-wife Fumiko.

Attempting to solve Tomoka’s problem by conveying Wartow’s opinion to her will 
result in karma loss and Tomoka’s decision to leave New Magincia, but a gain 
of 15 XP for the incident on reporting back to Wartow if the Avatar admits 
part of the responsibility for Tomoka leaving is the Avatar’s Pride in his 
ability to solve anything. More karma can be subsequently lost in the 
follow-up discussion for selfish answers.

Yasuda can be spoken with, but he disbelieves that Tomoka still loves him.

-- A Toy Centaur

(The Lycaeum, Lady Hayden)

(Trinsic, Hettar’s House)

Ask Lady Hayden about her Grandmother, and she says her grandmother had a toy 
centaur, but she’s lost it since. This toy is in a chest in Hettar’s house in 
Trinsic (just south of the ranch). Bring it to Lady Hayden (+15 XP, +2 Karma).

-- Trial of Honour

(Trinsic, Guard Tower, Ellison)

Ellison informs that the current Trial of Honour is Beledan’s accusation that 
the Captain of the Port, Tallon, committed adultery with his wife Brethil. 
Beledan will not speak of it. Brethil denies it but is helpless because either 
way, one will die. Tallon suspects a foul rumour planted the idea in Beledan’s 
head. He asks the Avatar to arrange a meeting with both Beledan and Brethil at 
his house (across from the Chalice) at 10 pm.

To have a happy ending, speak with Paul at the Paladin’s Protectorate to 
discover that Paul is not only suspicious of Tallon’s rise from fisherman to 
Captain of the Port, but also covets that post. Speak with him about 
Blackthorn’s siege of Trinsic, and he redirects the Avatar to speak with him 
later at the Crystal Chalice (he eats lunch at home, and at the Crystal 
Chalice in the evening, keeps drinking until around 8:30pm before he will 
speak of the battle). He is drunk there, and if asked again about Tallon, 
reveals that he instigated the rumours. Tallon is supposed to be present (but 
doesn’t actually show up until 8:45pm), and causes Paul to flee.

Speak with Tallon, who says Beledan should still meet at 10pm in case he 
hasn’t heard about Paul’s accidental confession. Shortly after 10pm, Tallon 
will return home, and before 10:30pm will be in bed. Before then, speak with 
him and Beledan and Brethil will arrive (they do not arrive otherwise). +15 XP 
and +5 Karma for this ending. Ellison acknowledges the deed and is relieved, 
but there is no particular follow-up.

-- Trian Has A Crush On Shannon (?)

(Jhelom, Sword and Keg, Trian)

Trian offers to sing a new song he wrote, and after the song confesses he has 
fallen for Shannon, whom Nicole says is not interested in anyone. Trian also 
mentions that the Oppression Captain of the Guard, Jonus, has an untoward 
interest in Shannon.

-- Usami’s Journal

In a chest on New Magincia, in the swamps NE of the island. Bring it to 
Kintara at the inn, who directs the Avatar to take it to Genne. Surrender it 
to Genne (+15 XP, +2 Karma), then speak with Shimoka.

-- Meet Me in the Cemetary -- 

(New Magincia, the Humble Palate, Shimoka)

About her morning walks, Kintara asks the Avatar to meet her in the cemetery 
after 5am. Speak with her, which triggers dialogue with a ghost in the 
cemetery that asks the Avatar to relay its blessings to Kintara. There is no 
follow-up dialogue with Shimoka.

-- Vanished

 (Farthing, Temme)

Speak with Lyndon at least once, then speak with Temme about magic. She will 
reveal that Lyndon asked to learn the Vanish spell which Temme claims to be 
able to cast, but she refused to teach him because she feels it would be 
dangerous in his hands. Report this to Lord Seggallion.

Temme will also try to cast the Vanish spell, but fails because she forgot the 
incantation and can’t find her notes. Speak with Dufus, who says he 
accidentally handed her the notes on the Vanish spell when she asked for 
something to use them on.

Go back to Temme and pretend to cast the spell on her. When she asks if she is 
still visible, say no. She will be good humoured, and the Avatar may then 
safely tell her the spell was learnt from Dufus. In this way, the Avatar has 
diplomatically reminded her of the spell without needing the notes. Report 
back to Dufus, who has been rewarded, and his secret kept. (+15 XP).

At any time, the Avatar may betray Dufus (-1 Karma).

-- The Walls of Blackthorn’s Palace

(Blackthorn’s Palace, stables, Kraw)

Ask Kraw about the castle and he insists the walls are alive. He directs the 
Avatar to speak more with the gaoler Kurtz, who knew the architech Toede. 
Kurtz said the castle wasn’t so much built as grown and coaxed into shape, and 
that those involved went mad. Toede is presently in the Serpent’s Hold dungeon 
and claims to have helped build and install the traps in Blackthorn’s Palace, 
and promises to help the Avatar if released. The prison log shows he claims to 
be from Paws, but there is apparently no one in Paws who speaks about him. 
Giving him a lockpick ultimately releases him (+15 XP, -5 Karma) but he offers 
none of the promised help.

-- Windmire’s Not Himself (?)

(Minoc, Stormcrow, Emilly)

Speak with Emilly about her husband, and she reveals that he’s been distressed 
ever since his friend Scotty died in a storm on what he believes to have been 
a ship of poor workmanship, built by Captain Blythe.

-- Wishing Well (?)

(Minoc, Captain Blythe’s Tent, Rew)

Speak with Rew and she eventually digresses into talking about wishes, and 
about someone who threw a coin into a well, wished for a horse, and received 

-- Words of Power

(Britain, Wine Cellar (day) or Inn (night), Annon)

Speak with Annon first to discover that the former Councillors have the words 
to unlock the Dungeons.

    * Deceit – FALLAX – Verity Isles moongate, Malifora at the wagon and tent.
    * Despise – VILIS – Britain, Annon. Karma must be > 75.
    * Dastard – INOPIA – Jhelom, Goeth. Get the Mantra of Valor from Thorne 
    first, and discuss the new topics that come up. Thorne directs the Avatar 
    to Trian, who redirects the Avatar to Goeth. Only then will the Word of 
    Power be available from Goeth.
    * Wrong – MALUM – Yew, Felespar; he will only give it if the Avatar knows 
    the Resistance codeword.
    * Shame – INFAMA – Trinsic, Sindar, when he sleepwalks at night.
    * Covetous – AVIDUS – Minoc, Poorhouse, Fiona.
    * Hythloth – IGNAVUS – Blackthorn’s Palace, dungeon, blind Hassad, 
    formerly of Skara Brae. He will only speak after midnight when Blackthorn 
    and Foulwell start to leave, and when Kurtz is not near his cell. He must 
    also have been identified to the Avatar by someone who knew he was on the 
    Great Council (e.g., Kaiko on New Magincia; or Rogi at The Haunting Inn in 
    Skara Brae).
    * There is no Word of Power related to the Shrine of Spirituality, and the 
    shrine cannot be destroyed because only a few people know how to reach it.

-- Yew Trainer

(Yew, Drusilla)

Speak with the trainer Drusilla about receiving Training. She tasks the Avatar 
to first meditate at the Shrine of Justice.


11. Easter Eggs (incomplete / unconfirmed) (Spoilers! Obviously)


This is an incomplete lists of easter eggs, taken from the forums, its kinda 
unorganized, but anyone please feel free to email me to correct me. There may 
not be locations for all of them, I have not yet personally gone to identify 
them. There are probably a lot more than I have listed, or will ever list. But 
they are funnier if you experience them for yourself, and actually get them.

1) East Brittany -- the populace has photos as portraits -- is that the    
   deveopment team?
2) Smith the Horse (Iolo's Hut) -- talking about Lazarus and game development 
   (Smith can only be found after unlocked from other conversation?)
3) The artist in the tavern near britain, the blue boar i think. He talks	
   about publishing his work...
4) The captain of the guard in Moonglow -- Angelina Jolie?
5) Palin -- Michael Palin from Monty Python
6) The cook in blackthorns castle "Boil em, mash em, stick em in a stew" a    
   quote from LotR: Two Towers
7) Fallout reference: to Harold with the tree growing thru his head. 
8) Xela & Gabrienne at Serpent's Hold -- anyone who don't get this should be  
   shot on sight.
9) young Kirk Douglas
10) Hazael's portrait -- Tiberius Moongazer (the project director)
11) Iolo and Gwenno have graves and headstones in Britain. And they aren't 
    next to one another.
12) Sutek has some nice "foreshadowing" if you talk to him a second time. He's 
    making plans for his future creations in u6.
13) On Windmere Isle there is a sign 'Beware: Rodents Of Unusual Size' -      
    Princess Bride reference.
14) Reagent seller in moonglow spelled backwards -- Merlin (again, you should 
    be shot if you don't know who that is)
15) Sedemihcra spelled backwards is : Archimedes -- The pet Owl of Merlin.
16) Statues from Easter Island in the isle of Serpent's Hold.
17) Shaddock's Revenge"--referring to Shaddock Heath, lazarus' technical      
    director/lead programmer and the man who crafted the entire ship system
18) Hawk's Nest is actually the name of a central place in Lynn Abbey's ultima 
    novels (that take place just before ultima 5.
19) Squire Jimmy in East Britannys tells an off colour joke about "Pirate    
    Bobbit coming up short with a wench" a reference to one of the old races  
    from The Ages of Darkness in Ultima, called Bobbits. (not john wayne
    bobbit, like someone suggested, but that is funny)
20) Is Squire Jimmy to Squire James from Raymond E Feists Krondor novels.
    (Unconfirmed -- What can I say, you've read too many fantasy novels if you 
    get that, that's including me)
21) unnamed "Eldest Sister" in Cove. She is the girl from "paths of destiny". 
    (you need to look that up if you don't get that, no more explainations    
22) Headstone quote (E of Yew): "It's not an easy thing to meet your maker." 
23) Another Headstone quote: "Here lies Crowley, died for causing a rebellion. 
    Do as thou will is NOT the whole of the law."
24) Tika from the Wayfarer Inn is a reference to Tika Wayland from the  
    Dragonlace Novels. (This is a easter egg from the original U5, but I think 
    it is impossible to draw the connection without seeing the portrait -- 
    thank you new technology)
25) The horse keeper in Trinsic is named Hettar. Hettar is one of the     
    companions of Belgarion in David Eddings' novels. (Seriously I read the 
    Belgariad and the Melorian, the name escaped me. If you remember that, you 
    are a serious geek) -- also from original U5
26) Kitiara:the name of Raistilin Magere's sister from the Dragonlance novels. 
    (You should remember that without being a geek, but chances are, you are  
    one anyway)
27) Was the unnamed mage that Sir Arbuthnot talks about (the one that         
    mysteriously shows up to get the Codex Coin to the Avatar) a cameo 
    appearance of the Time Lord? I cannot think of any in-game 
    mages that I could perform this feat, but it certainly should have been in 
    the Time Lord's power -- I took this right off the msg board. Because I 
    have no idea what he's talking about. But it seems important anyway.
28) Andre in the Blue Boar constantly refers to people wanting his taxidermied 
    animals. "Gotta collect em all". This is an obvious Pokemon reference 
    ("Gotta catch em all") -- You watch pokemon? Are you serious?


12. Acknowledgement and About the Author 

First I'd like to acknowledgement the Lazarus Team for this fine product, then 
the people at the forums for posting and helping others, the person who 
created the original quest list and the person re-posting it. And Lord 
British, of course for creating the original, for making me love Ultima, and 

A little about me, I'd like to introduce myself in the real world as an 
"Amateur Software Engineer, part-time writer, professional dreamer", a master 
of plot twists. In the ultima world I am a bard, a jack-of-all-trades, and 
master of..., the guild if jack-of-all-trades.

But seriously, I am a mystery/horror/Science-fictio writer, if you know how to 
read traditional chinese, you can purchse my book in YesAsia here:

It is a translated work of a novel I posted on the web (in English):

Or you can read my ramblings at, where I talk about 
life, the universe and everything (and games too, there is a short review of 
Ultima Lazarus there).

This is my first complete FAQ, my first incomplete one was King of Fighters 98 
(which is still somewhere stashed in, not posted by "fabianc" I 

Ultima 4 was my first RPG. I still think to this day no other game has 
surpassed it. 

Finally, well, look forward to my first published novel (in the US) out later 
this year (hopefully), the name will more likely be "Pillars". You can run a 
search on me in Amazon. And..., well feel free to email me at (MSN as well) with any questions / suggestions / 
corrections to my work here, or ask me the meaning of life. I do have answers 
to everything.