Ultima VII Part 1: The Black Gate & Forge Of Virtue, The Black Gate (Origin Systems, Inc.)

Last modified on May 21st, 2005

Ultima VII Part 1: The Black Gate & Forge Of Virtue

Magic

Here's a list of all the reagents and spells and where to get them cheaply.

MageLocationReagents (price)
Wis-SurVesperPearl (34)B.Moss (16)M.Root (32) Silk (20)S.Ash (25)
MariahMoonglowPearl (8)Garlic (1)Ginseng (2) M.Root (7)N.Shade (6)
RudyomCovePearl (5)B.Moss (3)Ginseng (2) M.Root (5)S.Ash (4)
NicodemusYewB.Moss (3)Garlic (2)M.Root (5) N.Shade (5)Silk (3)
NystulBritainPearl (10)B.Moss (6)Ginseng (4) M.Root (10)S.Ash (8)
Sarpling *TerfinB.Moss (2)Garlic (1)Ginseng (1) S.Ash (3) 

* Sarpling does not sell spells.

Spells

Here's a list of all the spells and where to find them. They're ordered from the cheapest to the most expensive:

FIRST CIRCLE:

SpellLocation (price)
Awaken AllRudyom (25) 
Create FoodNystul (35)Mariah (60) 
CureNicod. (25)Rudyom (25)Mariah (80) 
Detect TrapNicod. (25)Rudyom (25) Mariah (100) 
Great DouseWisSur (30)Nystul (35) 
Great IgniteNicod. (25)WisSur (30) 
LightRudyom (25)WisSur (30)Nystul (35) Mariah (40)
LocateNicod. (25)Wis-Sur (30)Nystul (35) 

SECOND CIRCLE:

SpellLocation (price)
Destroy TrapNicod. (45)Rudyom (45)WisSur (50) Mariah (100)
EnchantNicod. (45)WisSur (50)Nystul (55) 
Fire BlastRudyom (45)WisSur (50) 
Great LightRudyom (45)WisSur (50) 
Mass CureNystul (55) 
ProtectionNicod. (45)Nystul (55)Mariah (80) 
TelekinesisRudyom (45)Nystul (55)Mariah (60) 
Wizard EyeMariah (40)Nicod. (45) 

THIRD CIRCLE:

SpellLocation (price)
CurseRudyom (65)WisSur (70) 
HealRudyom (65)Mariah (40)Nystul (85)
ParalyzeNicod. (65)Rudyom (65)WisSur (70)
PeerMariah (60)Nicod. (65) 
PoisonNicod. (65)Rudyom (65)WisSur (70)
Protect AllNystul (85)Mariah (100) 
SleepMariah (80)Nystul (85) 
SwarmNicod (65)WisSur (70)Nystul (85)

FOURTH CIRCLE:

SpellLocation (price)
ConjureWisSur (90)Nystul (95) 
LightningRudyom (85)WisSur (90) 
MarkMariah (40)Nicod. (85)Rudyom (85)
Mass CurseWisSur (90)Nystul (95) 
RecallMariah (60)Nicod. (85)Rudyom (85)
RevealWisSur (90)Nystul (95) 
SeanceMariah (80)Rudyom (85) 
Unlock MagicNicod. (85)Nystul (95)Mariah (100)

FIFTH CIRCLE:

SpellLocation (price)
CharmMariah (60)Rudyom (115) 
DanceMariah (100)Rudyom (115) 
Dispel FieldNicod. (115)WisSur (120)Nystul (125)
ExplosionNicod. (115)Rudyom (115)WisSur (120)
Fire FieldMariah (80)WisSur (120)Nystul (125)
Great HealRudyom (115)Nystul (125) 
InvisibilityMariah (40)Nicod. (115)Nystul (125)
Mass SleepNicod. (115)WisSur (120) 

SIXTH CIRCLE:

SpellLocation (price)
Cause FearMariah (80)Nystul (145) 
CloneMariah (40)Rudyom (135)WisSur (140)
Fire RingNicod. (135)WisSur (140)Nystul (145)
Flame StrikeNicod. (135)WisSur (140)Nystul (145)
Magic StormMariah (100)Rudyom (135) 
Poison FieldNicod. (135)Rudyom (135) 
Sleep FieldMariah (60)Rudyom (135)Nystul (145)
TremorNicod. (135)WisSur (140) 

SEVENTH CIRCLE:

SpellLocation (price)
Create ColdRudyom (155) 
Death BoltNicod. (155)Nystul (165) 
Delayed BlastNicod. (155)Rudyom (155) 
Energy FieldMariah (100)Nicod. (155)Nystul (165)
Energy MistMariah (60)Nicod. (155)Nystul (165)
Mass CharmRudyom (155) 
Mass MightMariah (40)Nystul (165) 
RestorationMariah (80)Rudyom (155) 

EIGHTH CIRCLE:

SpellLocation (price)
ArmageddonRudyom (185) 
Death VortexNicod. (185)Nystul (195) 
Invisibility AllMariah (100)Nystul (195) 
Mass DeathNicod. (185)Nystul (195) 
ResurrectMariah (40)Rudyom (185) 
SummonNicod. (185)Rudyom (185) 
SwordstrikeMariah (80)Nicod. (185)Rudyom (185)
Time StopMariah (60)Nystul (195) 

Trainers

Here's a list of all the trainers, that were found by the original author, and what they specialize in.

Trainer NameLocationSpecializationCostNotes
BradmanYewDexterity * 30 
ChadMoonglowDexterityCombat 45 
De SnelJhelomCombat * 40 
DenbyBritainDexterityIntelligenceMagic75 
InforlemTerfinStrengthDexterityCombat?? 
InforlemTerfinIntelligence * Magic 50 
JakherMinocStrengthIntelligence 20 
JillianMoonglowMagicIntelligence 35 
KarennaMinocDexterityCombat 20 
LuckyBuc. DenIntelligenceLuck(?)35 
MarkusTrinsicCombat 20 
MenionSer. HoldStrengthCombat 45 
PenniYewStrengthCombat 35 
PerrinYewIntelligence *Magic 45 
RayburtCoveStrengthDexterityCombat60 
SentriBritainDexterity 30Free if in party
ZaksamVesperCombat *Strength 40 
ZellaBritainDexterityCombat  45 

* denotes the skill that the corresponding trainers will give you more training for your buck.

Solution

There are essentially two ways to go about this game. You can either follow Elizabeth's and Abraham's trails and work on solving the murders, or you can cut to the chase and do the important stuff. This solution tells you how to chase Elizabeth and Abraham, which takes a little longer, but gives you more enjoyment from the more elaborate plot development.

Solving all of the little town mysteries is not necessary to finish the game (a couple are, but most are just for kicks). You'll probably enjoy the game more if you take the time to solve all of them.

You appear in Trinsic. Search the stables and get the key. Use it on the chest in the dead guy's house on the west side of town. The scroll is your first clue that the Fellowship is not what they claim to be. Talk to Spark, who's the victim's son, and Gilberto in the healer's. Talk to the mayor and get permission to investigate outside of Trinsic.

Skip Paws for now and go to Britain. Talk to Lord British and get the VERY useful Orb of the Moons. He'll tell you to find Rudyom in Cove. Talk to Batlin at the Fellowship, and tell him you want to join the Fellowship. Take the package to give to Elynor in Minoc. Also talk to the mayor, Millie, Gordon, and Clint the ship wright. You'll learn that Elizabeth and Abraham have gone to Minoc. Following this little goose chase is a good way to follow through on what you need to do to finish the game. Also visit the museum and acquire the moonstones (note Iolo's little comments on this). Also get the Mark and Recall spells as soon as you are able to do so.

Talk to Rudyom in cove, and get the wand and four pieces of blackrock. Read his notebook. If you're a softy, talk to the girl at the shrine, she's a sure thing.

In Minoc surprise, surprise, another murder... Go to the sawmill ASAP. Talk to everyone outside. Get the dagger from the murder scene. If you really want to learn about the Fellowship, open the package before giving it to Elynor. You can still give it to her and Batlin will be a little miffed, but he'll still let you join. Talk to Margareta, learn your fortune. Most of what follows will help you fulfill your destiny. You will also learn in Minoc that Elizabeth and Abraham have gone to Paws.

Talk to Feridwyn in Paws. He'll say Elizabeth and Abraham have gone to Jhelom. You can stay and solve the little "missing venom" mystery if you like. It will give you practice on how to deal with people and get information from them. Head to Jhelom. If you can't afford a ship by now, go to the western entrance to the dungeon Despise (next to the Lost Lake, which is surrounded by mountains northwest of Britain, and get the flying carpet (a very useful item and it's free!). Follow the northern shore of the river that feeds the lake to find it. While you're in Paws, buy the hourglass from Beverlea and keep it in a safe place.

Talk to Joseph the mayor in Jhelom. He says Elizabeth and Abraham have left for Britain (of course). While you're here, talk to De Snel about the serpentine dagger you found in Minoc. You can solve the mystery with Sprellic and the banner of Honor, but it's not necessary. Keep in mind that killing townsfolk is ok ONLY if they attack you first.

Go to Britain again and talk to Batlin. He'll tell you to go to Destard and find some Fellowship gold. Destard is located southwest of Paws on the west side of the mountains. You don't have to go in, just go near it. It's PACKED with treasure, gems, and dragons, so be careful. Invisibility is almost a MUST here. There are also some glass swords in there. You should save at least one of them for later. Go back to Britain, and join the Fellowship at 9 P.M. that night (don't listen to your friends). There is another documentation scheme here. Batlin will ask you two of three random questions.

  1. Ginseng must be boiled 40 times
  2. Mandrake can be found in two places in Britannia.
  3. It's believed that the answer to the picture question is 6. Trial and error will help if that's the wrong answer.

Make sure you wear your Fellowship amulet. It'll affect the way some characters treat you. Looks like Elizabeth and Abraham have headed towards Vesper.

Find Auston the mayor in Vesper. He's not a Fellowship branch leader, but he has talked to Elizabeth and Abraham. He will refer you to Cador, who tells you they went to Moonglow. This is an interesting town. Be careful about what you say if you go into the Gargoyle tavern.

Moonglow is a very important city. Talking to Rankin, the Fellowship branch leader, will reveal that Elizabeth and Abraham have moved on (surprise surprise) to Terfin, the island home of the Gargoyles. While you're here you need to awaken Penumbra who has been asleep since your last visit to Britannia. Next to the door of her house is a plaque. By reading it repeatedly, you will learn how to open the door. You do so by placing a hammer, gold ring, lockpick, spindle of thread, and some other form of gold next to the plaque. Once inside, awaken Penumbra with your Awaken cantrip or by using a potion. She'll say she needs some blackrock to shield her room before she can continue to help you. Well, what do you know? If you've followed along closely, you should have four chunks of it with you. Put them on the pedestals in her room and talk to her again. She'll tell you to find the Ethereal Ring. This would be a good place to cast a Mark spell so you can return when you've found the Ring. Terfin would be a good place to start.

Talk to everyone in Terfin, especially Draxinusom and Quan. Elizabeth and Abraham have headed to the Meditation Retreat. You can solve the altar conspiracy here if you like, but it's not necessary. You'll also learn that the Ethereal Ring is on the isle of Spektran, which is northwest of Terfin. You'll get the ring later.

If you go to the Meditation Retreat (it's NOT necessary at this point, as you'll return later). You'll learn that Ian will only permit entrance to Fellowship members, which you should be. You'll learn that Elizabeth and Abraham have gone to Buccaneer's Den. You must find the omniscient Time Lord before you pursue them any further. The first step is to go to the Empath Abbey west of Yew.

Talk to Taylor the monk in Empath Abbey. He'll tell you about the Emps that live in the woods. If you've seen them, you'll know they won't speak to you unless you have some honey. Go to the Bee Cave and get two or three clumps of honey. The Bee Cave is no big deal. You can basically run right through the bees and they won't really care. Use the smoke bomb if you get into trouble.

With the honey, you are able to talk to Trellek the Emp in the woods about finding the Wisps. If you're having troubles finding the Emps, look for the giant white Silverleaf trees in the woods. Trellek will need permission from Saralek who needs permission from Solomon, the Emp leader. Solomon will give you a written agreement to have Ben the woodsman sign to stop the destruction of the Silverleaf trees. Ben's cabin is on the very western edge of the forest near the shore. When you've gotten the treaty signed, Solomon will grant you permission to take Trellek to the Wisps, but Saralek changes her mind. Instead of going with you, Trellek will give you a whistle to call the Wisps with. Head to Spiritwood to find the Wisps, which are near Destard. They can also be found in the abandoned fortress they've inhabited somewhere near Yew woods.

Blow the whistle when you're near a Wisp and it'll talk to you. They'll offer you information if you bring them Alagner's notebook. They'll also give you valuable information on the Guardian. Now it's off to New Magincia!

Alagner will agree to give you his notebook if you answer the questions of Life and Death. This must be done by asking the Tortured One in Skara Brae.

It might save time if you mark Alagner's house so you can quickly return his notebook later. If you haven't acquired a Seance spell yet, go get one and head towards Skara Brae on foot.

Use the Seance spell and hitch a ride from the Ferryman in Skara Brae. It's the home of the Dead and was destroyed by an accidental fire. Talk to everyone (especially Mordra). Make sure you pick up the Mandrake Essence (the glowing potion), an empty vial, a curing potion, and potion of Invisibility at Mordra's pad. Go to the Smithy and talk to Trent. Take the music box and go to the Dark Tower in the northwest edge of the isle. Use the music box near Rowena and take her ring to Trent. Take the finished cage and go to the Alchemist's. Caine won't answer the questions until you destroy the Liche. Plug the three potions and the empty vial into the thingamajig and turn the burner on. If you did it correctly, a sparkling blue potion should fill up the vial. Take that and the cage to the Dark Tower. Go to the back of the Tower through the fake wall by the stairs and use the cage on the Well. Go to the throne room and wait for midnight. When Horance lies down, plop the cage over him and use the potion. Horance says you need to find someone to sacrifice. Talk to Forsythe the mayor. Now you get to find and talk to EVERYONE in town, including those whom you've already talked to. After everyone refuses to sacrifice themselves, Forsythe will agree. Take him to the Well and destroy it. Go to Caine and learn that there are NO answers to Life and Death (you MUST still do this).

Go to New Magincia, and tell the Time Lord there are no Answers. Get the key, find the notebook in his storeroom and take it to the Wisps. Use your Orb to beam to the Time Lord. He'll direct you to the Dungeon Despise to destroy the ether-screwing generator. Before you can follow up on this, you need to destroy the generator found in Deceit. In order to do this, you need the aforementioned Ethereal Ring (i.e. Spektran!). If you go to Alagner's to return his notebook, you'll find him very dead. Use his crystal ball and you'll get your first glimpse at the much sought Elizabeth, Abraham, Hook, and Forskis.

The door to the Sultan's place should open when you approach it. As you will see, the Sultan is somewhat of a loony. You need to kill his harpy and take its key. The harpy can be easily killed using invisibility or a glass sword (make sure you still have at least one glass sword when you leave here. It's ok if you don't, but it will save you much heartache later). You need to stack the crates on the table (probably three high) to reach the room with the ring. Now head to Moonglow and have Penumbra enchant the ring.

The dungeon in Deceit isn't too tough, but what's inside the generator IS. Follow all the hallways and find the false walls (try walking into the dark areas to do so). You can talk to the Cyclops if you want, but it's not necessary. Before you approach the generator, drop all your party members and put on the Ring. Inside the generator is the ugliest, toughest boss in the whole game. He's the one you've been saving the glass sword for. It's still possible to slay him without a glass sword, so don't fret because you can do so by cornering him and using LOTS of healing and protection potions. Click on the box in the middle of the room and watch as the generator collapses. There should now be a miniature tetrahedron sitting on the ground. GET IT and get out of Deceit. Now Nicodemus (in the "chessboard house" in Yew) is able to enchant your hourglass, which is needed to approach the next generator in Despise.

DON'T enter the northeastern entrance to Despise. It's good for experience, but not necessary. Use the entrance on the Lake (the one where you found the flying carpet). You need to get around the teleporters and follow the tunnels east of the entrance. The tunnels will burrow around to the southwest side of the lake, where you'll find the Spherical Generator. You'll find a moongate puzzle inside. The correct sequence is RED, BLUE, BLUE, RED. Pick up the small Sphere and leave (via Recall if possible). One more generator to go! Return to the Meditation Retreat.

The Meditation Retreat is pretty boring, except for the cave that you're not allowed to enter (ooo! are you shaking??). By this point in the game you should have gotten a feel for what the Fellowship is about (nothing good, that's for sure...). The Cube generator is in the cave. You won't be able to approach it, but you should mark it so you can beam back later. After reaching the Cube, contact the Time Lord by using the hourglass. He'll tell you to find a mineral called Caddellite, which is found on the Isle of Ambrosia.

The island of Ambrosia is slightly hidden. It's located in the northeast sea of Britannia. If you've been using the map from the game package or the one found in the game itself, you won't be able to see Ambrosia because it's under the little compass icon in the upper right corner. It's a large island and shouldn't be too hard to find. The Caddellite is found inside a cave on this island. It's guarded by a three headed Hydra. Surprisingly the Hydra is a huge wimp and croaks quickly in combat. You'll need one chunk of Caddellite per party member (or only one if you plan on approaching the Cube alone. You can't take your party members inside anyway). Take the Caddellite to Zorn in Minoc and he'll fashion helmets for you.

Beam back to the Cube and enter the Meditation Retreat wearing your special helmet. The puzzle inside involves walking on certain spots of the walkway that trigger the bridges to other parts. Trouble is, some spots remove other bridges as well. The original author offers the following hints for this area. Save the game a lot. It's hard, but not impossible. Just look out for the fire fields and fireballs. Another hint: you'll cover almost 100% of the walkways before you're able to get to the center. After the Cube crumbles, take the little cube and head to the Buccaneer's Den.

Now you're after the ever elusive Elizabeth and Abraham and the killer Hook. Possession of the little Cube forces the truth out of people who would normally lie to you (i.e. most people in Bucc. Den). Talking to Danag at the Fellowship Branch will reveal much about Hook, Elizabeth, Abraham, and the messed up Fellowship. Talk to Sintag at the House of Games and get the key from him. The door in the House of Games leads into the mountain passages where Hook's hideout is. In his hideout, you'll find the navigational plans for the ever elusive Crown Jewel, and the Black Gate key used to get past the barrier on the Isle of the Avatar. His hideout also contains a list of people that the Fellowship has eliminated (with you and ol' LB yet to go). There's nothing much else in those tunnels, except for some torture chambers used by the Fellowship and a couple of worthless prisoners. Now it's off to the Black Gate on the Isle of the Avatar!

The key from Hook's place permits you to pass the barrier on the south side of the island and get into the dungeon. This dungeon is rather long and hard. If you're not 8th level and able to cast some major offensive spells by the time you arrive, you might want to build your experience some before coming here. It is not necessary to kill the dragon. Lots of cool goodies (i.e. a Glass Sword that will be handy soon) if you do though! The Chair of Change teleports you to one of three places in the dungeon when you sit in it. Examine all the walls for hidden passages at each location it takes you to. Sitting in the Throne of Virtue (or whatever its called) will make the Chair of Change take you to a fourth place, which is necessary to get to the Gate. Try fiddling with the medallion in the "Fellowship Hall". Watch out for the Paladin guarding one of the last doors. He's powerful so use a Glass Sword if you have one... Take the mage's spell book from his room. It's fully loaded! If you still can't find the Black Gate room, try looking for any keys you might have missed. Also poke on every wall you see, there're lots of illusionary walls.

Ah, the gang's all here at The Black Gate! They'll attack you after some minor bickering. You may have trouble winning this battle using hand-to-hand combat. If you do try casting the Death Vortex on YOURSELF. If you use it, DON'T cast it on an enemy. This spell is useful to say the least. After everyone croaks (except the little weasel Batlin) you'll be left with the choice of returning home, or using Rudyom's Wand (you still have it I hope!) on the Gate. The animated sequence at the end of the game is somewhat brief, but completely amazing.

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