To be able to enter a shrine and meditate there you need two things: first the rune. Only go if you have at least 400 HP.)ĭo not pick up any treasure chests that do not belong to you!Īlways answer the question "Art thou proud?" with "NO"!Īfter having received the permission from the seer to get an enlightenment, you need to visit the shrine that belongs to the corresponding virtue and meditate for three cycles. Then you will be asked if you want to donate blood, which costs 100 hit points. Try to wound but not kill non-evil creatures!įight as much as possible against evil creatures!ĭo not attack inhabitants in towns/villages/castles!ĭo not kill any non-evil creatures, even when you are attacked by them (only make them flee)!ĭonate often blood to the healer shop! (For this answer the question of whether you need help with "NO". Never betray the blind traders at the Magical Reagents! For each virtue there are rules in behaviour to which you strictly have to adhere to make progress.ĭo not pick up the gold (treasure chests) that is lying around in towns, villages or castles! He also gives the permission to get the enlightenment for each virtue, when you are ready. The only person who can tell you about the progress you made at each virtue is the seer in Lord British's castle. The first person that you meet at the entrance On a clearing that is deep in the forest west of the prison Southeast behind a bridge at the campfire. Below it is a treasure chest (Rune of Honesty). The Bard starts as the only one with a long range weapon. In the further course of the game you then collect the companions from the other towns. At the same time, the two most used answers determine the final questions and the answer to that then determines the profession and the hometown of the created character who then takes the role of the companion in that town. Depending on the answer, there is a bonus on the each 15 points for INTelligence, DEXterity and STRength. When you have received the last enlightenment from the Codex, the game is solved.Īt the start of the game you need to answer seven questions with the choice of a virtue. The second partial aim is directly connected to the first one: As Avatar you need to enter the last haven of evil in Britannia, the Great Stygian Abyss, find in it the Chamber of the Codex of Ultimate Wisdom and enter it. When you have the epiphanies in all eight virtues, you are Avatar and have reached the first partial aim. For each virtue there is an epiphany, which you get, when you have acted in your life along one of the virtues for long enough. These eight virtues are Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality and Humility. To reach this, you need to act all your life (in the game) in pursuance of the eight virtues of the Avatar. The first partial aim is to become an 8-Part Avatar. The aim of the game consists of two parts. *= command differs from Ultima III – Exodus Solution The aim of the game N : NEW ORDER: set the order of the group * L : LOCATE: confirm position with object * M : MIX REAGENTS: mix ingredients for spells * ? : SOUTH: Go south backwards in dungeons ] : EAST: Go east turn right in dungeonsĭ : DESCEND: climb down a ladder in dungeons I : IGNITE TORCH: ignite a torch in the dungeons R : READY WEAPON: draw a : NORTH: Go north forwards in dungeons J : JIMMY LOCK: open door with magical key * The superficial wanderer might be confused by this writing, but the clever traveller will not spare any effort to study this writing intently. According to a study, these runes are older than Britannia itself. These eight virtues are:įollowing an old tradition handed down from generation to generation, many signs and signposts in Britannia are written in unique and fascinating runes which were once used by druids for their notations. The Avatar shall now strengthen in the eight virtues, protect the land and set a glowing example. Although no super-villain threatens the realm this time, the evil is lurking everywhere. But again it was not granted to the mysterious land under the rule of Lord British to find peace. Some time has passed since the Stranger from another world managed to defeat the evil Mondain and his followers. Ultima IV - Quest of the Avatar is the fourth part of the Ultima series. 4.4 Moon phases, coordinates of the moongates, towns and runes.
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