                        Ultima VI
                       Compendium

I, Lord British, write this exhortation in my own hand that 
you may, my virtuous Champion and Avatar, might gain a 
full appreciation of the significance of the times which face 
us. Though evil has often raised its rebellious head, I fear 
we now face a threat far greater than any yet encountered. 
In the past, you and your companions have risen faithfully 
to the challenge, undaunted by overwhelming odds, 
unwavering in your adherence to the Path of Virtue. We 
place our trust in you once more.

As though seeking vengeance against the Light, the forces 
of Darkness have renewed their malevolent aggressions. 
Not content to remain in their own realm, daemonic 
emissaries from the Underworld have begun making 
incursions into our land. It is fortuitous that you have 
returned to Britannia in these perilous times. Study well the 
words which follow, for they are essential to your quest. 
And that quest is essential to the continued existence of the 
human race.

For more than a fortnight I have dictated my thoughts and 
admonitions to the venerable Moebius, Keeper of the 
Libraries of the Lycaeum. He has scrupulously recorded 
my every word and, when called upon, made illustrations to 
aid our understanding. I have affixed my seal to this letter 
to assure you that these are indeed my words. Take them to 
heart. Heed my counsel.

Gird yourself with the infinite wisdom of Truth, Love and 
Courage, for at the end of your quest lies a destiny foretold 
in ancient times: "One shall arise who possesses the 
strength of an army, the vision of a prophet and the heart 
of a saint. This Great One will bring an end to the struggle 
between the Darkness and the Light."

Pray that you are, indeed, the One, for should you fail, the 
Light of life will surely be extinguished and Darkness will 
reign forevermore.

                                                Lord British
                                                Sovereign of Britannia


The Chronicles of Britannia  
My sojourn upon the shores of Britannia began many 
generations ago.  Long ago did I uncover the secrets of the 
moongates which brought me here from my distant 
homeland, even as they now bring you.  As you well know, 
we who pass through the gates to Britannia, though we be in 
this world are not of it.  It is for this reason, I suspect that we 
are immune to the ravages of time during our stays here.  
Remember, however, that we remain ever mortal, albeit 
seemingly ageless. 
At the time of my arrival here, this place was known 
as Sosaria, a region comprised of numerous warring city-
states and feudal fiefdoms.  It was not long before my affinity 
for order, peace and prosperity had earned me the title of 
Lord British, ruler over the city-state of Britain, and 
ultimately Lord of Britannia.  Under my guidance the land ad 
its people have prospered and grown, though not without 
challenges from the forces of Evil.  

The Ages of Darkness and the Founding of 
Britannia 
Thrice during ancient times did beings of a foul nature seek 
to conquer my domain.  Thrice did you answer my call for a 
champion.  Thrice was evil thwarted.

The Tale of Ultima I 
First was the perverted sorcerer, Mondain, who slew his own 
father that he might gain immortality and advance his dark 
dominion over the land.  It was against Mondain that you first 
answered my call, traveling through the moongate to put an 
end to Mondain's shadowy plans.  

The Tale of Ultima II
 The triumph of good was short-lived, for Mondain left 
behind an apprentice and consort named Minax, a cold-
blooded young woman whose ambition was exceeded only by 
her thirst for blood.  Entire legions of evil creatures 
responded to her commands, bringing misery to the 
inhabitants of Sosaria.  Again, you rose to the challenge, 
slaying Minax's vile minions by the hundreds until at last she 
too met her fat at your hands.  

The Tale of Ultima III 
Mondain and Minax had devised a treacherous scheme to 
assure their immortality throughout time.  They had created 
an offspring known as Exodus, neither man nor machine, yet 
embodying every evil impulse they possessed.  Rising from 
the murky depths of the Great Ocean, Exodus unleashed an 
assault of vengeance upon the world.  Were it not for your 
keen wit and determination, Exodus would surely have 
brought utter devastation to our land.  Aided by the enigmatic 
Timelord, you foiled the mighty Exodus, bringing an end to 
the Cycle of Gloom begun by Mondain so long ago.
In this manner did you thrice respond to my call for 
valor and overcome the Triad of Evil.  The peace and security 
brought about by your acts of bravery led to the city-states to 
band together and form the nation of Britannia, submitting to 
my just rule as British, Lord of Britannia. 

The Ascent of the Avatar, as Related in Ultima IV 
With the passing of gloom and despair from the face of 
Britannia, the citizens flourished.  Edicts went forth from my 
hand which were designed to foster both the material and 
spiritual growth of the society.  I established great centers of 
learning where the arts and sciences could be developed and 
appreciated.  During this era of renaissance, eight major 
townships were built upon the foundations of the former city-
states, each dedicated to the study and fostering of a single 
virtue.  These towns stand as symbols of great fortitude to this 
day. 
All great cultural movements require role models to 
help society maintain proper focus.  I therefore issued the 
challenge for such an individual to step forward and show the 
people the way of virtue.  You responded in a fashion which 
befits your integrity and pure heart.  Undertaking the task of 
unraveling the concepts of spirituality, you discovered the 
great Codex of Ultimate Wisdom and attained the title of 
'Avatar', the human embodiment of virtue. 
The newly discovered Codex was raised from the 
bottom of the Great Stygian Abyss in order that we might 
study its teachings.  But our acquisition of the Codex changed 
the physical, as well as the spiritual, landscape of the world.  
A fiery new island, the Isle of the Avatar, rose from the 
depths of the Great Sea, and in the violent birth of this isle, 
an immense underworld chamber opened up!  When this 
cataclysm had passed, a shrine was built on the Isle of the 
Avatar to house the Codex forever. 

The Subversion of the Shadowlords as related in Ultima V 
The acquisition of the Codex of Ultimate Wisdom from the 
deep recesses of the underworld created a karmic imbalance 
in the universe, resulting in the emergence of three sinister 
Shadowlords from the shards of the black jewel of Mondain.  
These grim agents of darkness were the antitheses of virtue  
Their trickery and deceit allowed hem to imprison me in their 
underworld dungeon and, in a perversion of justice, 
compelled the leaders of Britannia to oppress the people.  The 
once noble Lord Blackthorn became the human agent who 
fulfilled their evil intent.
However, following your instincts and the 
admonitions of the Codex, you applied the principles of truth, 
love and courage against the Shadowlords and the corrupted 
Blackthorn.  Your efforts allowed me to banish them and 
their agents from the realm of light.  Thus was I restored to 
my consecrated throne. 
 However, my return to the surface world set off a 
great tectonic upheaval, resulting in the collapse of the 
cavernous underworld in which I had been imprisoned.  
Many aftershocks and cataclysmic disasters befell the world 
for a period of time after that, though eventually all was 
restored to normal.  

Today: The Threat of the Gargoyles 
Though believed to be mythological creatures the existence of 
Gargoyles was discovered shortly after the first expedition 
into the geologically unstable underworld.  At first, they 
seemed content to remain in their subterranean domain, but 
recently they began appearing in our world, seemingly bent 
on doing us great harm. 
These diabolical nemeses have begun to seize our 
holy shrines and places of enlightenment.  Scores of homes 
and villages in our land have been destroyed during nocturnal 
raids mounted by the daemonic fiends, while countless others 
stand empty and deserted.  Local and government militias 
have organized in opposition to the calamitous invasion from 
below.  Whole brigades of skilled warriors from Serpent's 
Hold have clashed with these tireless foes on the field of 
battle, but to no avail. 
The Gargoyles' methods suggest that they are 
searching for something of great value.  It is even rumored 
that they may seek your destruction, though why this should 
be is not known to us. 
I urge you, my Champion and Avatar, to study the 
pages that follow, in part to ensure your own survival.  But 
even more, heed my words that you may understand the 
condition of our world and the plight of our people against 
the unrelenting Gargoyles.

The Kingdom of Britannia
 As the Lord of Britannia, I have devoted myself to fathoming 
the beauty and variety of this land.  But one must not forget 
that the landscape has been stained with the blood of many a 
brave warrior, for want of control over it, fell victim to its 
perils.  Those who have seen the Bloody Plains in the 
northeast know of what I speak.  So, take care in your 
journeying lest you fall prey to the seductive charm of the 
land, only to learn its deadly secrets while lost in 
contemplation.  

The Great Centers of Power and Learning 
The Castle of Lord British 
Chief among the places in Britannia, my keep overlooks the 
town of Britain from the protected flanks of the Serpent's 
Spine.  Visitors to the castle will find evidence of my many 
interests and hobbies within its marbled halls.   
Though my authority extends from the throne to 
most remote regions of the kingdom, none shall be turned 
away who come to me for counsel in their time of need.  And 
forget not, Avatar, that I have prepared a room for you in my 
castle that you might find a place of rest from your long 
journeys abroad. 
The Lycaeum 
The world's greatest storehouse of knowledge and wisdom is 
contained within the walls that form the Lycaeum.  Poised 
upon the northwestern slopes of Verity Isle, the Lycaeum's 
libraries, laboratories and academics of learning are a haven 
for the seeker of truth.  Four times each year the Inner Circle 
of Mages congregates within the labyrinthine chambers to 
exchange esoteric secrets.  Whilst in the area, do not fail to 
visit the observatory where astronomers create many fine 
lenses through which to view the heavens. 
Empath Abbey 
Home to the Brotherhood of the Rose, Empath Abbey serves 
as a retreat for those engaged in contemplation and reflection.  
Flanked by the oaks of the Deep Forest on one side and by the 
sea on the other, the Abbey sits as a lighthouse of peace in the 
northwestern region of Britannia, near the town of Yew.  
Well schooled in the vintner's craft, the brothers and sisters of 
the Abbey produce some of the land's finest wines, thus 
assuring their financial security and sustaining their monastic 
lifestyle.  
Serpent's Hold
 A bastion of honor, valor and triumph, Serpent's Hold is the 
castle headquarters of the Order of the Silver Serpent and the 
training center for Britannia's armed militia.  Many noble and 
brave warriors have set forth in our defense from this garrison 
on the Isle of Deeds.  The most skilled of these warriors, 
grizzled veterans all, have selflessly returned to instruct the 
new recruits in the ways of attack and defense.  Recently, a 
dozen squads of the finest from Serpent's Hold went out to 
attack the camps of the invading gargoyles.  Few returned to 
tell about it. 

The Principal Towns
When the Great Council met after the collapse of the Triad of 
Evil, it was decided that each of the main towns of Britannia 
should adopt one of the fundamental principles of virtue as its 
focus of learning.  Each of these eight towns, the former city-
states of Sosaria, has taken great care in fostering its guiding 
principle of virtue - they stand apart as the true jewels in the 
crown of Britannia.  The traveller will find a sacred shrine 
dedicated to the chosen principle of virtue near each town. 

Moonglow, founded on Honesty On the southern tip of 
Verity Isle, the town of Moonglow welcomes those of 
faithful heart and noble intentions.  Mages and scholars 
frequent this seagoing port because of its proximity to the 
libraries of the Lycaeum and because its accommodations 
and services are among the most reasonably priced in the 
land. 
Britain, founded on Compassion Centrally located on the 
shore of Britanny Bay, the town of Britain is the site of 
the castle from which I rule.  It is also host to multitudes 
of travelers and to purveyors of goods of all kinds. The 
adventurer will surely appreciate the hospitality shown by 
Britain's compassionate citizens.   The shops, inns and 
armouries of Britain are much renowned and frequented 
by all who prepare for and return from long journeys.  
The historic Wayfarer's Inn is considered a second home 
to many a road-weary adventurer. 
Jhelom, founded on Valor Many of Britannia's most 
esteemed warriors have emerged from the town of 
Jhelom in the far southwestern region of the kingdom on 
the main isle of the Valorian Isles.  Lodging, supplies, 
armaments and a prosperous shipbuilding industry are to 
be found in this bustling town by the sea. 
Yew, founded on Justice Second in size only to Britain, the 
town of Yew is the judicial and legal heart of the 
kingdom, being home to the Supreme Court of Britannia.  
Druids and philosophers have long gathered under the 
shade trees of the Deep Forest surrounding Yew, 
exploring the subtle nuances of justice and righteousness.  
While visiting Yew, one will find a fine pub and a fully 
equipped armoury and apothecary. 
Minoc, founded on Sacrifice  Stretched across the mouth of 
Lost Hope Bay in northern Britannia, Minoc has 
committed itself to the plight of the needy and homeless.  
Minoc is also well known for its artisans who excel in the 
crafts of metalworking, armouring, glassworking and 
clock making. 
Trinsic, founded on Honor The honorable paladins who 
make their homes in the idyllic town of Trinsic are noted 
for their courage and devotion to truth.  Situated just 
north of the Cape of Heroes in the south lands, Trinsic 
provides many fine goods and services to the traveller, 
including a stable where the finest steeds are available to 
speed you along the way. 
Skara Brae, founded on Spirituality It has oft been said that 
Skara Brae, close by the mystic forest of Spiritwood, is 
the spiritual center of Britannia.  But the word "spirit" 
has many meanings, and only some of the town's 
inhabitants - notably the healers, magicians, and priests - 
concern themselves with the matters of the soul.  Others 
in the area have a different meaning in mind - those 
inclined to take advantage of Skara Brae's fine winery! 
New Magincia, founded on Humility Having been destroyed 
in ancient times for its haughty pride, New Magincia was 
rebuilt by a more humble people who favored the simple 
ways of farming and rural life.   With the passage of 
time, an industrious village has grown atop the ruins of 
the old town.  Those who would revel in their own pride 
should take note of the lesson of New Magincia.  

Other Locations of Note
Buccaneer's Den Lives there a soul who has not heard of the 
notorious pirates and thieves of Buccaneer's Den?  In 
spite of its ill repute, many travelers have found this 
island village east of Paws to be a great source of exotic 
goods.  The ships that frequent its harbor bring unusual 
artifacts from far and wide. 
Cove Nestled in the mountains just south of Lost Lake, Cove 
is home to many magicians, healers, and alchemists.  
One will also find that there is a shrine dedicated to the 
Avatar's pursuit of Virtue. 
Paws This quaint coastal village lies halfway between the 
towns of Britain and Trinsic, where the weary traveler 
can obtain food, shelter and a change of a horse.  The 
mysterious islands known as the Fens of the dead can 
barely be seen offshore near Paws.  In these Fens, mages 
ofttimes seek the rare mandrake root and nightshade so 
necessary to their potent concoctions. 
The Bloody Plains Site of one of Britannia's most savage 
wars, this desolate region lies sandwiched between two 
great swamps across the mountains northeast of the 
village of Cove.  The bloodstained soil serves as a 
timeless memorial to the thousands of brave soldiers who 
met their fate there.  Mages know this area as another of 
the few places where they can find mandrake root and 
nightshade. 
The Isle of the Avatar This enigma of nature rose from the 
sea when the Codex of Ultimate Wisdom was brought up 
from the depths of the Great Stygian Abyss.  The great 
subterranean upheaval that gave it birth left the large 
island dotted with volcanic craters, steaming fumaroles, 
and a ready supply of sulfurous ash.  Few are brave 
enough to risk the hazards of this place - even to behold 
the Codex in the Shrine of the Avatar. 
The Palace of Blackthorn Few nowadays venture near this 
monument to evil, but rumors abound that the mad 
wizard Sutek has taken refuge in the former abode of 
Blackthorn, the defamed ally of the vanquished 
Shadowlords.  What Sutek might be doing there, none 
can say.

The Citizenry 
The citizens of Britannia are a diverse people who have 
survived many challenges to the rule of Order.  Their ancestry 
can be traced to a time before the Sosarian city-states were 
formed, a time when a loose confederation of druids and 
mages flourished alongside a meek but industrious 
agricultural populace.  Relics of ancient times can be found 
throughout the land and traces of the ancient language of the 
land can be found throughout modern Britannia. 
In your travels you will no doubt come upon the 
occasional sign or placard written in a curious runic script.  
Passed down from one generation to the next, this written 
runic language is directly descended from the language of the 
druids of old.  Though strange and seemingly indecipherable, 
the process of interpreting runic script is really quite simple.  
The following key will enable the traveler to translate runic 
characters into his native tongue. 

Interacting with the Citizens 
Whether talking to the farmer in his field or to one of the 
scholars at the Lycaeum, one will be impressed with the 
eloquence and diversity of interests possessed by the people of 
Britannia.  Their good-natured dispositions are a result of 
several generations of relative peace brought about by the 
national focus on the principles of Virtue. 
When meeting someone for the first time, it is 
customary to ask them for their name and job.  In most cases, 
a Britannian will be more willing to discuss a variety of 
subjects, and be most eager to answer questions you may pose 
to him.  Do not fail to take note of things you are told during 
these conversations, for even words of the humblest farmer or 
beggar may provide needed guidance in your journey through 
the land. 
Many Britannians will do far more than offer advice 
and information, however.  If asked to join your party, the 
more adventuresome in the realm will accompany you on 
your quest.  Stalwart allies can mean the difference between 
victory and defeat, so chose your party members wisely. 
Merchants buy and sell a variety of goods and 
services, offering you the opportunity to stock up on needed 
supplies or build up cash reserves.  Enter a shop and tell the 
proprietor you wish to buy something and you will likely find 
the item you desire.  Offer to sell the proprietor an object in 
your possession and you may find him an eager trading 
partner. 
The commerce of the nation is a source of pride to 
all Britannians and a subject worthy of detailed treatment 
here.  

Commerce
A complex system of interdependency among many 
professions and crafts drives all commercial activity in 
Britannia.  This interdependency ensures that Britannia 
remain a growing nation, well supplied and prepared against 
times of shortage and hardship.  

Farming Since the times before our great societal expansion, 
farming and animal husbandry have been the cornerstones of 
the Britannian economy.  It is the farmer who grows fine 
grains for the baker and the baker who makes our bread.  It is 
the rancher who tends the cattle for meat and dairy products, 
keeping our stores and pubs filled with the necessities of life.  
In life like manner, the shepherd supplies wool to the makers 
of cloth who, in turn, enable the clothiers to ply their trade.  
In these and many other ways, Britannia owes its livelihood 
to the persistent laborers of the soil.	

Professional Merchants The merchants of Britannia strive to 
provide satisfactory goods and services to their customers.  
The professional symbols emblazoned upon the signs which 
hang outside their shops attest to their willingness to assist 
the traveler.at least during business hours.  

Armouries Britannia's armouries are a key factor in the 
security and prosperity of the land.  Providing both 
armaments for the valiant and employment for armourers 
and blacksmiths, these shops offer high quality amour 
and weaponry of nay types.  Most armourers will gladly 
repurchase used equipment, though usually at prices far 
lower than originally paid for them.  
Stables  The seasoned traveler understands what a godsend a 
steed can be on lengthy and treacherous journeys.  
Stables are usually found in smaller towns and villages, 
or at private residences where the owners may be willing 
to offer you a fine horse at a fair price.  
Markets & Pubs Most of the major towns in Britannia have 
at least one shop dedicated to caring for the traveler's 
need for food and supplies. The wise traveler will learn to 
examine the varied inventories carried by different 
merchants, making note of the shopkeepers who stock 
rare and unusual items - one never knows when such 
knowledge may be of use.  In pubs, the traveler may 
partake of a refreshing glass of ale or a fine meal of 
pheasant and mutton.  The service will often be 
accompanied by the melodies of a cheerful minstrel, and 
pub owners are known for their willingness to take part 
in a friendly chat. 
Healers The vast wildernesses of Britannia, though rich in 
beauty, also hold hidden dangers capable of causing 
travelers injury or illness.  Luckily, many towns have 
professional people trained in the medicinal arts.  Healers 
can turn back the ravages of swamp poison or heal 
wounds earned in battle.  Some physicians claim that 
their healing arts have been enhanced and augmented by 
magic, to the point they can resurrect the dead! 
Magic Shops These occult apothecaries are quite interesting 
to visit.  Their oddly decorated shelves are often strewn 
with vials of strangely colored potions, queerly glowing 
staves and scepters, and a cornucopia of herbal and 
mineral reagents useful in the mage's work.  Since many 
of the items offered are both rare and expensive, their 
availability will vary from town to town, so the traveling 
mage will want to make special note of those things 
offered in the places he visits. 
Inns Inns provide safe, restful accommodations where 
travelers can retreat after a long, hard day.  Many inns 
even offer fine dining facilities on-site.  Prices will vary 
from place to place, but even the most inexpensive inn is 
a welcome home away from home for the weary 
adventurer. 
Shipwrights Several of the port towns along the shores of 
Britannia boast of craftsmen renowned for their 
dedication to the construction of safe, dependable sea 
vessels.  Whether you need a small skiff to get upriver, or 
a mighty sailing vessel for open sea travel, the local 
shipwrights will be more than happy to discuss terms.  It 
is wise to pay attention to information about local sea and 
wind conditions before setting out in a new craft.
Guilds It is not uncommon for members of certain professions 
to organize themselves into guilds which cater to the 
specific needs of their membership.  Such guilds have 
been set up in a number of towns.  The guilds provide 
professional adventurers with many of the things they 
need for journeys into the wilderness and deep dungeons.  
Tailors Nowhere is the interdependence of Britannia's 
craftspeople more in evidence than in the field of 
tailoring.  Thread must be spun and taken to weavers.  
Weavers, having made cloth from the thread, deliver it 
into the hands of clothiers.  Clothiers turn bolts of fine 
fabric into clothes fit for kings.  Find your place in this 
process and you may profit.  Seek out the tailors of Paws 
if you desire a wardrobe of the highest quality.  
Fletchers & Bowyers Many are the fletchers and bowyers of 
Britannia, but none are held in higher esteem than those 
of the town of Britain.  The ingenious engineering and 
high quality of their arrows, bolts, bows, and crossbows 
is known throughout the land.  This is due mainly to the 
great skill of the master bowyer, Iolo Fitzowen, 
proprietor of Iolo's Bows.  Iolo and his apprentice, 
Gwenneth, can be of great assistance to archers.	

The Call to Adventure 
Adventuring in the savage lands of Britannia is no life for the 
timid, nor is it a profession for those lacking resolve.  
Consider carefully before taking up the gauntlet I cast before 
you, for the path to your destiny is fraught with peril and 
adversity.  The elite corps of stout-hearted souls who accept 
my challenge must be disciplined, determined and willing to 
sacrifice all.  But even more, they must be devout followers of 
the path of virtue.  Learn now the ways in which my chosen 
adventurers apply their talents to the tasks before them. 

The Way of the Fighter 
Many celebrated fighters are trained in the art of combat at 
Serpent's Hold.  There are, however, a few warriors of humble 
origin who have not had the benefit of training.  These 
acquire skills on the field of battle, earning high acclaim for 
heroic deeds of valor.  The true value of a fighter is found not 
in his training, but in his heart; it is exemplified not in his 
knowledge, but in his accomplishments. 
The fighter typically possesses great strength and 
endurance, complements to his natural instincts and 
boundless courage.  His proficiency with many weapons 
makes him a walking arsenal, ever ready for battle.  The 
fighter prefers to mount his attack from the front line 
position, a strategy which well serves his inclination to wield 
mighty bludgeoning weapons and lethal two-handed swords. 
As a novice fighter grows in experience, his strength 
and dexterity naturally increase, allowing him to employ 
more effective combinations of weapons and armour.  
Enjoying the company of rangers and paladins, the fighter 
should likewise associate himself with a mage or a bard who 
can supplement his great physical attack with long range 
weaponry and the tools of magic.

The Way of the Bard 
Poet and minstrel, tinkerer and athlete, user of magic and 
noble adventurer.These all describe the multi-talented bard.  
Though not as physically imposing as the fighter, the bard is 
usually more dextrous and agile, being both quick of mind 
and of foot.  Sure hands and nimble fingers serve the bard 
well as he untangles knotty puzzles and picks "unpickable" 
locks. 
Often an accomplished archer, the bard is also 
acquainted with the ways of magic, making him a most 
versatile gladiator on the field of battle.  He often chooses to 
apply his combative skills from the rear of the melee where he 
can let his arrows and fiery magic missiles fly toward 
beleaguered targets in the front.  Whether in the heat of battle 
or in the quagmire of a wizard's mischievous riddle, the well-
rounded bard is an indispensable ally in the adventurer's 
quest. 

The Way of the Mage 
All well-traveled adventurers have at one time or another 
been mystified by the mages of Britannia.  Never to be 
forgotten is the sight of a cloaked figure performing an odd 
dance in a distant clearing.  Puzzling indeed is the whispered 
transaction between a mage and an apothecary as the 
magician acquires the plants and animal parts that are the 
raw materials of his trade. 
Seeing what cannot be seen, hearing what no man 
hears, communing with beings not present.What ancient 
spirit possesses the mage that his mind constantly swells on 
things not perceived by the common man? 
One never chooses to become a mage - one is born a  
mage having from birth exhibited magical inclinations and 
abilities which defy rational explanation.  A mage usually 
spends his early years studying the esoteric writings and 
diagrams contained in the libraries of the Lycaeum or poring 
over bottles and boxes of exotic herbs and minerals found in 
its laboratories. 
The tools and weapons of the mage are found in his 
spellbook, which never leaves his side.  The tome is filled 
with pages of cryptic runes which describe the auspicious 
times, places and ,methods for various types of sorcerous 
work.  The illusions and spells at the mage's command often 
cast him in the role of equalizer when a party of adventurers 
finds itself in an otherwise one-sided conflict against a 
megalithic foe.  From a well-protected position at the edge of 
the battle, the mage makes the necessary preparations and 
utters the mysterious incantations to unleash the force of his 
chosen spells against an unsuspecting foe. 
Certain skilled mages possess remarkable power over 
nature and matter, being able to create and destroy living and 
inanimate things at will.  The deeper secrets of the mage will 
be discussed later in this treatise - such secrets are not for the 
eyes of all men.  

The Way of the Avatar 
Embodying the fortitude of a fighter, the quickness - and 
quick -wittedness - of a bard and the mystic insights of a 
mage, you have spent long years mastering the principles of 
virtue.  Many are the times you have savored the syllables of 
the mantras and the spicy scent of incense during morning 
meditation.  But you are equally stirred by the sounds and 
smells of combat, being as much at home on the field of battle 
as in a solemn shrine. 
A paragon of integrity, you have always sought total 
understanding of the world around you, often journeying to 
the libraries of the Lycaeum  or conferring with the scholars 
of Moonglow and Yew.  However, your love of scholarly 
pursuits does not weaken your ties to the world outside the 
cloistered halls of academe.  Your devotion to your 
companions and those in need is total, and you are ever aware 
that the principles of virtue are designed to guide us in our 
relationships with our fellow man. 
Your path offers both great risk and grand reward, 
but you are concerned with neither.  Driven to follow this, the 
highest path, by forces unknown an unknowable, you follow 
the Way of the Avatar to whatever end destiny has decreed. 

Adventuring as a Party 
Even the most valiant and powerful adventurer cannot stand 
alone against all of the obstacles that will block his path.  
Banding together with other like-hearted fellows will give you 
the strength in numbers and, of equal importance, a diversity 
of talents which can be drawn upon along your way.  The 
Avatar joined by fighter, bard and mage makes for a most 
imposing and formidable team. 
Putting their trust in your wisdom and skills, party 
members usually move as a group toward a common 
objective.  There may be times, however, when an individual 
party member may set out on his own path whilst the 
remainder of the party awaits his return - it is often prudent to 
send someone ahead to scout a trail, for example, or to test 
the integrity of a decaying bridge which hangs tenuously over 
a thundering river.  However, as the acknowledged leader of 
the group, you may at any time summon back individuals who 
have set out on their own, regrouping the party for further 
travel. 
An adventuring party accumulates many things 
during its travels - things purchased or found in the towns 
and countryside, and treasures collected from the corpses of 
fallen foes.  Traveling is often made easier if provisions and 
equipment are distributed evenly amongst the party members.  
The well-organized party works together, sharing with each 
other the things they carry, aiding each other on their long 
journey. 

Getting Around in Britannia 
The frequent traveler in Britannia learns to avail himself of 
the various means of transport which can be obtained. 
Acquiring a fine steed from the village stables, you will soon 
learn that such a mount will not only improve the quality of 
travel from town to town, but also give you a decided 
advantage in combat against those who would impede your 
progress.  When a quest requires crossing the high seas, 
sailing vessels of various types may be obtained from the 
shipwrights that do business along the coastal ports of call.  It 
has even been said that some adventuresome souls have 
learned a way to travel in a craft that is lighter than air itself, 
but these rumors, though widespread, remain unconfirmed. 

The Party in Conflict 
Without fail, the traveling party will be set upon by people 
and creatures whose sole purpose is to cause mayhem and 
sorrow.  Let the traveler beware.  When entering into mortal 
combat against one of the myriad of creatures of the land, 
learn to measure its strength and speed, noting both its tactics 
and endurance. 
One creature may attempt to bludgeon you senseless, 
while others attack you from afar with hurled weapons.  
Many of the mythical beings you'll encounter will use magic 
and illusions in their efforts to subdue you.  If you can survive 
their attacks and deal punishing blows of your own in return, 
you will share the victor's rights to search their fallen corpses 
for whatever bounty they carry. 
It is useful to devise strategies that will increase the 
party's chances of survival in combat.  Before combat begins, 
each party member can be assigned a field position 9frontal 
attack, flanking maneuvers or long range rear position).  
When the party comes under attack, the party members will 
move automatically to their predetermined positions and fight 
according to the strategy they've been assigned. 
As effective as predetermined combat positions are, 
you may chose not to assign each party member a particular 
strategy.  In this case, your allies must act independently in 
combat.  Situations may even occur in which a member of the 
party becomes a berserker.  When this happens, he will 
simply charge and attack the most formidable opponent in 
sight. 
A special note is in order for spellcasters.  While 
invoking magic spells will give you a decided advantage in 
battle, not all creatures will be affected by them in the same 
manner. Therefore, you must learn to use your magical talents 
judiciously, lest you waste valuable reagents and psychic 
energy.  

The Party At Rest 
As a party becomes weary from the fatigue of a long journey 
and many battles, it can set up camp in a safe place away 
from the hustle and bustle of town.  The burning campfire 
will take the chill out of the cool night air while the party 
members eat some of the provisions they carry in their packs, 
perhaps enjoying a round of storytelling or song.  With bellies 
full, the travelers should take a few hours sleep to ready 
themselves for the challenges of a new day.  Sleep provides 
an opportunity for much needed healing to the injured and 
battle-weary adventurer. 
It is usually wise to let one of the party members 
stand guard while the others sleep so that he may awaken 
them if trouble approaches in the night.  Since the group's 
guard gets no sleep, he should be allowed to rest the following 
night while another stands guard.  

Experience and the Levels of Attainment 
The much-traveled adventurer will face many opportunities to 
explore new places, talk with people, solve puzzles and 
complete quests.  As you do these thins, experience will lead 
to increased physical strength, dexterity and intelligence, 
giving you greater capacity to fulfill your destiny. 
You can only gain a true appreciation of such 
increases by returning to one of the Shrines of Virtue and 
engaging in reflection and meditation.  To meditate, learn the 
mantra of the shrine of your choice.  Then talk to the shrine 
and follow its instructions.


Cosmology 
There exists an extraordinary cosmic association between the 
gravity of the moons and the delicate fabric of time and space.  
As though pulling the strings of some cosmic marionette, the 
moons cause radiant moongates to appear on the land below.  
Step through one of these shimmering corridors of light and 
you will be transported to a new time or place.  Moongates 
generally appear at locations where fragments of 
extraterrestrial rocks called "moonstones" have been buried.  
There are at least two types of moongates -  blue and red. 
Blue moongates, generated by moonstones, generally 
focus on destinations in but a single world - the world in 
which they appear. 
Their power, awesome though it may seem, is 
limited, allowing the traveler to teleport only from the 
location of one moonstone to that of another.  The moonstone 
the user travels to is determined by the phase of the moon that 
appears directly overhead in the sky.  Through 
experimentation and observation, the moongate traveler can 
correlate the phases of the highest moon with the destination 
the gate will select. 
Red gates, generated by the powerful Orb of the 
Moons, can send the traveler anywhere in Britannia.  In fact, 
the holder of this black stone can teleport to worlds other than 
his own.  I, Lord British, have used the red gates often, but 
there is, no doubt, much more to be learned about these gates.

The Secret Knowledge of the Mage 
Powerful as the alien moongates are, they are by no means the 
only forms of magic you will encounter in Britannia.  The 
mages of this land possess much arcane knowledge and have 
many abilities beyond those of common folk.  Using keen 
intuition, endless experimentation and the rigorous study of 
ancient tomes, mages have learned to harness the creative and 
destructive forces of Nature. 
The mage's principle tool is his spellbook, a 
collection of  incantations and alchemical formulae which 
empower him in marvelous and often unexpected ways.  
Learn now the secrets of spell casting, information reserved 
for the elite society of sorcerers.  

The Arcane Art of Spellcasting
Magical energy is structured as eight concentric spheres each 
composed of networks of light connected to the physical plane 
by unseen bonds.  The spellcaster stands within the center 
sphere, extending his hands within the outer shells of light 
where he manipulates the energies to suit his pleasure.  In one 
hand, he holds his spellbook, open to the page containing the 
description of his chosen incantation.  In his other hand, he 
clutches a vial containing herb and mineral reagents, the 
mixture serving as the catalyst for his spell.  Thus prepared, 
he utters the incantation, fusing matter and energy into a 
display of power.  The spell has been cast, leaving the caster 
drained in spirit, but fulfilled in accomplishment. 
This simple explanation fails to emphasize both the 
risks involved in spellcasting and the skill necessary to 
harness the forces of magic successfully.  Two cautionary 
notes are in order here: 
First, even though a spell may appear to be cast 
successfully, there is some chance that it will not accomplish 
its intended purpose, or that it will do so only in a partial 
manner.  In some cases, a spell will fail to hit its target due to 
forces and ethereal eddies unseen by the human eye.  Also, 
certain creatures are immune to some spells, requiring the 
spellcaster to find other means to defeat them. 
Second, some spells affect only one person or 
creature while others affect all people or creatures in the 
vicinity.  Take care when casting a spell which acts on an 
area rather than an individual target - if you or your friends 
are in the affected area, you will be touched by the spell's 
power as surely as your intended victim! 

The Alchemy of Spellcasting 
The preparation of a spell's reagents is performed at the 
moment of spellcasting, thus allowing the chemical reactions 
to reach their peak even as the appropriate mantra is uttered.  
Some reagents are relatively common herbs and mineral, 
available at any magic shop.  Others must be sought after 
diligently, often requiring the mage to travel to distant and 
inhospitable places in search of an obscure fungus or root. 
These are the reagents necessary to the casting of magic: 
Black Pearl 	One oyster in ten thousand will yield a 
black pearl suitable for spellcasting 
purposes.  It is usually crushed to a fine, 
iridescent powder before being combined 
with other reagents.  The black pearl is used 
as kinetic propellant. 

Blood Moss 	"Moss" it may be called, but blood moss is, 
in reality, a fungus gathered in the 
enchanted forest of Spiritwood.  There it is	 
found growing under the loose, dead bark of 
fallen trees.  Blood moss is used to enhance 
mobility and movement. 

Garlic 	This common household spice is effective in 
warding off evil spirits and negating black 
magic.  Preparations for use generally 
involve grinding the washed cloves of garlic 
between two flatirons until they are reduced 
to a pungent paste. 

Ginseng 	The wizened physicians of ancient Sosaria 
wrote often of the curative powers of this 
bitter root.  Prepare a syrupy, pure extract 
by reboiling forty times with clear mountain 
water, letting the mixture develop a strong, 
acrid odor. 

Mandrake Root 	The most sought after herb of the 
spellcaster, mandrake root grows along the 
loamy banks of stagnant swamps.  Once 
found, mandrake must be dug up carefully 
so as not to damage the tap root, for it is the 
root that the greatest concentration of active 
ingredients is found.  Carefully remove the 
tough, outer skin, again giving special 
attention to the sensitive tap root.  Using a 
fine-toothed silver fork, comb out the 
cotton-like fibers that make up the root's 
heart.  The combed matting is boiled in 
pure water for no more than one hour, after 
which it is dried thoroughly and stored in a 
tightly sealed jar.  When used in a spell, 
mandrake root increases the power of the 
desired enchantment. 

Nightshade 	This hallucinogenic mushroom is often the 
critical ingredient in spells that create 
illusions or poisonous effects.  Sprouting in 
swamps, and only in the dark of night, this 
mushroom is easily distinguished from 
others by the way its stalk bruises when 
crushed.  Retain only the fungal cap and 
discard the tough stalk.  The spores housed 
in the underside of the cap provide the 
active ingredient and can be chopped into a 
fine mincemeat or boiled into a bitter tea. 

Spider's Silk 	It takes many spider webs to make a full 
ounce of spider's silk, but the binding power 
it adds to spells makes the effort well 
worthwhile.  Though the web of any spider 
will do, one can reduce collecting time by 
scraping off the fine silken hairs that cover 
the webs of giant spiders.  Rumors have 
been heard of a cave where spider silk can 
be found in abundance. 

Sulfurous Ash 	The product of violent volcanic eruptions, 
sulfurous ash adds high levels of energy to 
the spells which require it.  It is 
recommended that freshly collected ash be 
sifted through a fine mesh sieve, ensuring 
consistency and easy mixing.  

Lingua Magica: The Spellcaster's Words of Power 
The meanings of the syllables that form the incantations 
uttered by mages during spellcasting have been passed down 
from one Britannian generation to the next.  The mage's 
apprenticeship begins when he learns these potent syllables.  
The next task is to learn the proper way to speak the syllables. 
It is important that the mage first prepare himself  by 
meditating on the sound of his breathing, projecting his soul 
into a sublime state of concentration.  To speak an incantation 
properly, the spellcaster draws a deep breath, followed by a 
determined, forceful enunciation of each syllable.   The entire 
breath should be fully expelled on the speaking of the final 
syllable.

The 26 syllables and their general 
meanings are as follows: 
        Syllable        Meaning         Syllable        Meaning 
        An              Negate/Dispel   Nox             Poison 
        Bet             Small           Ort             Magic 
        Corp            Death           Por             Move/Movement 
        Des             Lower/Down      Quas            Illusion 
        Ex              Freedom         Rel             Change 
        Flam            Flame           Sanct           Protect/.Protection 
        Grav            Energy/Field    Tym             Time 
        Hur             Wind            Uus             Raise/Up 
        In              Make/Cause      Vas             Great 
        Jux             Danger/Trap     Wis             Know/Knowledge 
        Kal             Summon/Invoke   Xen             Creature 
        Lor             Light           Ylem            Matter 
        Mani            Life/Healing    Zu              Sleep   

These syllables are combined to form the incantations used 
when casting spells.  A list of spells appears at the end of this 
treatise.  This list, while not necessarily complete, collects all 
of our current knowledge of the ways of magic.

Last Words

Consider Carefully the thoughts I have set down in 
this treatise.  Refer back to these words often, that you 
may better understand your experience as you journey 
throughout the land.
To reinforce the knowledge I impart through these 
words, I have instructed the royal map-makers to create a 
map of Britannia for your use.  Study it, for the world can 
be a dangerous place.  If you should become uncertain of 
your location, follow one of the many trails or rivers, 
knowing that you will eventually regain a familiar 
landmark.
You are further advised to keep a personal journal of 
your experiences. Make notes of conversations with the 
good citizens of Britannia.  Record information found on 
signs or read in books or scrolls.  Keep track of the 
location of provisions - items that seem unnecessary at 
one time may become useful at another.  Do not hesitate 
to inquire of the people you meet about things that you 
seek.  They may hold information vital to your quest.
Finally, I must share with you news but recently 
received from the scholars of the Lycaeum. In compiling 
information about the daemonic Gargoyles invading our 
land they have begun to detect a pattern.  It appears that 
our foes are trying to capture the Shrines of Virtue found 
near the major towns.  The moonstones are now in their 
possession, and, as each new shrine falls, a stone is 
placed on the altar there.  To prevent anyone from 
removing the stones, the gargoyles have erected 
impenetrable force fields around the altars.  Go to the 
shrines at your earliest opportunity, free them and seek 
guidance at the altars through prayer and meditation.
I urge you, my Avatar, to uncover the dark purpose 
of the gargoyles before the last shrine falls.  I fear you 
may be Britannia's last hope.


Addenda The Implements of Battle 
No brave adventurer, knight or common traveler should 
venture into the hostile regions of Britannia without an 
appropriate selection of armour and weapons.  Whenever 
possible, wear strong armour, a helm and shield, magical 
rings, tunics or amulets, and, of course, carry an effective 
weapon. 

Body Armour 
Foolish is the adventurer who embarks on a quest without the 
best armour he can afford.  Several different types of armour 
are available - everything from inexpensive and relatively 
ineffective cloth to costly but highly protective plate.  The 
armourers of Britannia will gladly allow you to examine their 
wares.  Take advantage of this and acquire the armour best 
suited to your abilities and fighting style. 

Helms An unprotected head is sire to be the target of any 
shrewd opponent's sword.  Helms are available in a 
variety of leather and metal forms, and one should be 
worn at all times when combat seems likely. 
Shields Unless wielding a heavy, two handed weapon, the 
warrior should carry a shield with which to parry and 
block his opponent's attacks.  Shields are constructed of 
wood or metal and vary greatly in shape and weight.

Weapons 
The variety of types of uses of weapons exceeds full 
explanation in this treatise.  Still, the proper choice of 
weapons is the single most important decision a warrior 
makes before setting out to do battle.  In all cases, as your 
finances and opportunities allow, choose weapons which 
deliver the most powerful damage at the greatest range. 

Daggers Useful for stabbing and cutting in close-quarter 
fighting and for throwing in long range combat, the 
dagger is a most convenient and lightweight weapon to 
keep on hand.  
Main Gauche Similar to a dagger, the main gauche also 
sports defensive hand protectors that can be used to parry 
an opponent's attack.  Unlike a dagger, a main gauche 
cannot be thrown.  
Swords The warrior's chief weapon, swords come in two 
varieties: short swords and two-handed swords.  Despite 
their name, short swords are formidable weapons - a 
good thing, for only the strongest adventurers can wield 
two-handed swords.  Always examine a sword closely 
before buying it, paying particular attention to its weight 
and the force with which it will deliver a blow. 
Missile Weapons A complete battle strategy must include the 
use of weapons which can be shot, or hurled from a great 
distance toward advancing opponents.  Lightweight, 
hand-held items such as daggers, spears, axes or flasks of 
flaming oil can be most effective in times of need.  Bows 
and crossbows are capable of firing with tremendous 
force, but they require use of both hands and cannot be 
used effectively at point blank range.  Some clever 
travelers have even been known to carry slings so they 
can drive off aggressors with hurled stones.  
Bludgeoning Weapons While the effectiveness of cutting and 
thrown weapons is determined by the dexterity of the 
user, bludgeoning weapons, like clubs, depend upon the 
strength of the wielder.  The mace is favored by many 
knights, whereas the two-handed hammer has been used 
by the mightiest of warriors to deal a crushing blow to 
the foe.  
Polearms A polearm is generally a stout wooden or metal 
staff topped by a metal cutting or bludgeoning fixture.  
The morningstar, a variation on this theme, consists of a 
staff with a chain attached to one end, and attached to the 
chain, a heavy, spiked bludgeon.  Morningstars, 
halberds, and other polearms are prized for the damage 
they are capable of doing and for their long reach.  
Unfortunately, polearms are unwieldy weapons which are 
most effective in the hands of a user possessed of great 
strength and dexterity.


A Bestiary
Numerous and diverse are the beasts that inhabit the plains, 
forests, waterways and dungeons of Britannia.  Attempts to 
catalog them all have met with only limited success - such an 
endeavor requires the researcher to put his life in grave peril 
in order to make his first observations.  Therefore, much of 
what follows is information collected from first hand accounts 
of travelers and adventurers who have managed to return with 
their tales.

Acid Slug: Though seldom encountered except in the darkest 
corners of the dampest caves, this featureless creature 
will secrete its corrosive juices on anything you possess 
that is metal, thus dissolving it.  Painful but superficial 
skin burns may result from contact with the acid while it 
eats away at your armour.  Conventional weapons have 
little effect on the monster, whereas a flame will send it 
fleeing.
Alligator: Care must be taken whilst wading in the murky 
swamps which are the home of this aggressive man-eater.  
Possessing great physical strength, this fearsome lizard 
can inflict heavy damage with a single blow from its 
mighty tail.
Ant, giant: The shifting desert sands conceal these warrior 
insects all too effectively.  Beware their powerful 
mandibles, capable of crushing a man in an instant.
Bat, giant: Equipped with keen hearing and night vision, 
these large, winged rodents are swift and efficient in their 
nocturnal attacks.  Though difficult to hit, their fur-
covered bodies are extremely vulnerable to damage.
Bird: Generally posing no serious problem to the traveler, 
these swift, delicate creatures can peck annoyingly about 
the head if they are disturbed or threatened.
Cat: Among the most common of domesticated beasts, the cat 
is often prowling about alleys and storefront, looking for 
bits of food or hapless mice.
Corpser: Found only in deep, labyrinthine caverns, these 
hellish, tentacled ghouls drag their screaming victims 
into subterranean dens.  What fearful end awaits the poor 
captive none can say.  Only a burning flame has been 
known to have any effects on these creatures of the dark.
Cow: A fine source of meat and dairy products, the 
complacent cow is a common sight on most farms.
Cyclops: This hulking, one-eyed titan fears no one.  
Possessed of remarkable strength, it wields a mighty 
oaken club when it isn't hurling large boulders at its foes.  
The earth trembles as this giant lumbers about its 
domain, or so say those who claim to have survived an 
encounter with a cyclops.
Daemon: This most wicked and formidable of foes is not to 
be underestimated.  Overwhelming strength, skill and 
intelligence make daemons nearly unbeatable.  
Possessing magical powers rivaling the most powerful of 
mages, the daemon can summon hordes of his brothers to 
assist him in killing or possessing his victims.  Being 
already undead, the daemon has little fear of death.  You 
are forewarned!
Deer: These graceful athletes of the forest can be spotted 
dahing through the shadows on sunlit afternoons.  Deer 
are a good source of food, but be aware that the antlers 
they sport can do significant damage.
Dog: Though related to the vicious wolf, the common dog 
poses far less of a threat than his wild counterpart.  As 
much at home in the field hunting rabbits as at the dinner 
table of its master, the dog should be respected, but not 
feared.
Dragon: How many myths have been built around this 
winged, fire breathing holdover from Britannia's distant 
past?  Event the strongest warrior has been known to wilt 
under the intense magical flames and noxious fumes that 
pour from the enraged beast's nostrils.  Though mortal, 
dragons are extremely difficult to kill.  It is therefore, a 
wonder that some bold souls have actually managed to 
steal eggs from a dragon's nest to satisfy the culinary 
delights of wealthy town dwellers!
Drake: Smaller than their cousins, the dragons, but no less 
ferocious in battle, drakes are usually found in the 
company of their more formidable relatives.  In a battle 
against a dragon, one must be ever mindful of the deadly 
drakes.
Gargoyles: Frequently confused with daemons, the gargoyles 
are a little understood race of beings.  Only fragments of 
information have made their way back from expeditions 
to the underworld habitat of these creatures.  We do 
know that there are two classes of gargoyles - a 
dominant, winged variety and smaller, wingless drones.  
The larger gargoyle is a daunting opponent, possessing 
very high intelligence and impressive magical powers.  
But the smaller drones are not to be ignored, for their 
attack is deadly, despite their apparent lack of magical 
ability.  Scholars at the Lycaeum are feverishly analyzing 
information regarding these perplexing creatures.
Gazer: How this monstrosity evolved is anybody's guess, for 
gazers are among the most unusual creatures found in the 
realm.  They are usually spotted hovering above the 
ground in dungeons, searching for creatures they can 
mesmerize with their multiple eyes.  One experienced 
adventurer claims that gazers emit a strange buzzing 
sound as they move about.  Remain alert when you 
suspect the presence of a gazer, as it is constantly on the 
alert for prey.
Ghost: Ghosts are generally found in cemeteries and other 
places of the dead, though their movements are all but 
unlimited.  These ethereal spirits pass easily through 
solid walls and other obstacles, making them difficult to 
chase and difficult to elude.  Though they do not posses 
great strength, their mobility and ability to use magic 
make them a force to be reckoned with.
Gremlin: Unimpressive in battle, gremlins usually roam in 
packs and will attempt to overcome you through sheer 
force of numbers.  Given the chance, these persistent 
creatures will take whatever food you are carrying in your 
pack, distributing it amongst themselves in a frenzy of 
feeding.
Headless: The product of a wizard's failed experiments, these 
wretched creatures somehow manage to sense the 
location of their quarry and strike with unnatural 
accuracy.  Do not fall prey to pity, for a headless would 
as soon strangle you with his bare hands as accept your 
mercy.
Horse: Being both strong and swift, these companions of the 
trail are invaluable when time is of the essence and one's 
strength is at end.  The traveler should obtain a steed 
early in his adventuring.  Occasionally, you may spy a 
majestic wild stallion roaming the broad plains, but 
catching and taming it is another thing.
Hydra: The putrid quagmire of the swamp is the spawning 
ground of this botanical nightmare.  Survivors of the 
Great Battle on the Bloody Plains tell of driving the 
enemy into the adjacent swamplands where the 
carnivorous hydras completed their mission of 
destruction.  While fearsome, hydras also bring good 
luck, of a sort - when one finds a hydra, the valued 
nightshade mushroom can usually be found close by.
Insects: These pesky, flying nuisances can be quite 
bothersome if stirred up by the careless explorer.  A 
single buzzing swamp fly can be annoying; a biting 
swarm can leave the traveler depleted and exhausted.
Mimic: Disguised as abandoned treasure chests, these masters 
of illusion wait patiently for passing adventurers whose 
greed exceeds their wisdom.  If you take a moment to 
observe questionable chests from a safe distance, the 
mimic may reveal its true nature by spitting venom in 
your direction.
Mongbat: Resembling a monkey as much as a bat, these 
winged anomalies are swift and powerful in their attacks.  
Though seldom encountered except in the deepest 
dungeons, encountering one in the dim subterranean 
light can unnerve even the stoutest among you.
Mouse: This timid rodent seldom ventures from its lair 
except under cover of night, and then only in search of 
crumbs of food.  Cheesemakers are especially wary of the 
nocturnal activities of these otherwise benign creatures.
Rabbit: Though quite shy and non-threatening, these long-
eared creatures are the bane of farmers, whose crops 
attract them in hordes.
Rat, giant: These voracious, overgrown rodents have evolved 
over the centuries in the dank, inhospitable sewers that 
honeycomb the levels below some castles.  Having grown 
immune to most poisons, they are difficult to 
exterminate.  Even a single bite from one of these giants 
can cause disease or plague.
Reaper: A remnant of an ancient enchanted forest swallowed 
up long ago in a cataclysmic upheaval, the reaper at first 
appears as a solitary tree trunk rooted in the dungeon 
rock.  Closer examination reveals a grim intelligence 
which lashes out with long, gnarled branches and 
magical bolts of destruction.  But, the resourceful 
adventurer can turn the threat of the reaper into the 
evening's campfire. Ofttimes uncovering hidden treasure 
in the process.
Rotworms: Born of the decaying detritus which carpets the 
swamplands, these loathsome invertebrates are more 
nuisance than threat - a pass of your torch across their 
path will usually keep them at bay.
Scorpion, giant: Is there anyone who has not flinched at the 
sight of an angered scorpion, its stinger poised to inject 
its victim with deadly venom?  You are advised to keep 
moving when confronted by one of these armoured 
nightmares, lest you perish where you stand.
Sea Serpent: Like its land-based cousin, the dragon, a sea 
serpent will attack the seagoing traveler with magical 
fireballs and violent physical swipes of its long tail.  The 
wise sailor avoids this nasty beast.
Sheep: Among the most docile of the beasts of the field, 
flocks of these highly beneficial creatures serve the 
common good by providing wool to the garment - and 
rug - makers and fine mutton to the pubs.
Silver Serpent: Since the days of ancient Sosaria, the silver 
serpent has been a part of our lives.  Its form has been 
found etched on tomb walls, and ancient monuments 
have been found which were crafted in its image.  Yet, a 
recent scouting brigade claims to have seen a dead silver 
serpent of incredible size near a gargoyle encampment.  
The scouts observed for a time and, upon their return, 
reported the gargoyles milked the slain creature of its 
venom and even ingested the fluid thus derived before 
entering battle.  This ritual act seemed to give the 
gargoyles a short term increase in aggression and 
strength, though causing their death in the end.  Whether 
the drinking of venom actually increased the gargoyle's 
strength is currently the subject of some debate at the 
Lycaeum.
Skeleton: The expressionless, hollowed eyes of the skeleton 
belie the malice that animates the otherwise lifeless 
latticework of bone and sinew.  Conjured up by 
malcontented mages bent on mischief, these creatures - 
the restless remains of fallen warriors - are both fearless 
and tireless in battle.
Slime: This shimmering, amorphous mass seems more an 
oddity than a threat when first encountered.  Constantly 
dividing and recombining, it seeks to surround the 
traveler who happens upon its swamp or dungeon lair.  
Though susceptible to damage from ordinary weapons, 
the experienced adventurer is always ready to use fire 
against the ooze's subtle maneuvers.
Snake: Emerging from their rocky lairs at the first morning 
light, these reptiles spend their days basking in the sun, 
warming their cold-blooded bodies so they can strike 
swiftly at their unsuspecting prey.  They can even spit 
poisonous venom from several yards away with accuracy 
that is both horrifying and deadly.
Spider, giant: Though they spin their lethal webs deep inside 
dark lairs, spiders of this gargantuan variety often 
venture forth in search of prey.  They are capable of 
inflicting painful bites or spitting their toxic sputum from 
great distance.  But they are not invincible, and can be 
killed with a few well-placed blows.
Squid, giant: The dreaded scourge of all mariners, this horror 
of the high seas is legendary for its ability to destroy a 
large sailing vessel with its dexterous tentacles and 
crushing beak.  It being exceedingly strong and durable, 
one should avoid confrontations with this nemesis of the 
deep.
Tangle Vine: Though this plant resembles a common hedge 
of briars and thistles, wary adventurers take care to avoid 
tangle vines.  The sharp thorns that adorn this creeping 
foliage radiate from a well-protected central pod.  As if 
swiftly growing limbs weren't threat enough, the flower 
pod gives off a sleep-inducing fragrance whenever it is 
threatened.
Troll: The brutish troll takes perverted pleasure in hiding 
beneath bridges so it can terrorize the unsuspecting 
traveler.  Fortunately, trolls are relatively weak and they 
can lack endurance, so they pose only a moderate threat 
when encountered.
Wisp: Often mistaken for a harmless, forest firefly, the 
nocturnal wisp can both mystify and antagonize the 
adventurer.  Though only causing minor harm in any 
single attack, its uncanny ability to dance about the field 
of battle, striking at will, can lead to serious cumulative 
injury.
Wolf: Both revered and feared, this canine lord stalks the 
high plains and forest alike on its quest for survival.  
Never, ever, put this wary beast in a threatening 
situation! Its bite is far worse than its mournful howl.


The Eight Circles of Magic 
Mages with little training and experience are limited in the 
spells they can cast.  As a spellcaster grows in stature, 
penetrating the mysteries of the highest circles of magic, he 
gains the ability to cast more powerful spells.  Great power is 
not without cost, however.  When he casts a spell, the mage 
experiences a drain in magical power equal to the level circle 
of that spell.  Thus, a simple first level spell drains one point 
while a fifth level spell, more difficult to cast, drains five.  
The caster's magical power returns within a few hours.  

The 1st Circle 
Create Food
Incantation:	In Mani Ylem 
Reagents:	Garlic, Ginseng, Mandrake Rot 
Effect:         A fine bounty of food will be added to your pack 

Detect Magic 
Incantation: 	Wis Ort 
Reagents: 	Nightshade, Sulfurous Ash 
Effect:         Discerns the magical nature of special objects and
                the specific magical charge currently in an item 

Detect Trap
Incantation:	Wis Jux 
Reagents:	Nightshade, Sulfurous Ash 
Effect:         Discovers concealed traps in suspicious chests and doors 

Dispel Magic 
Incantation:   	An Jux Ort 
eagents:       	Garlic, Ginseng 
Effect:         Removes a sorcerous enchantment or poison which causes
                illness and bondage.  Also awakens a person under the
                influence of a sleep spell. 

Douse
Incantation:   	An Flam 
Reagents:       Garlic, Black Pearl 
Effect:         Extinguishes Flames 

Harm 
Incantation:   	An Mani 
Reagents:       Nightshade, Spider's Silk 
Effect:         Inflicts moderate damage on your opponent 

Heal 
Incantation:   	In Mani 
Reagents:       Ginseng, Spider's Silk 
Effect:         Applies healing energy to one who is injured 

Help
Incantation:   	Kal Lor 
Reagents:       (none are required) 
Effect:         When all is lost and death seems certain, this spell
                quickens the user's demise and resurrects him and his
                party before the Throne of Britannia 

Ignite 
Incantation:   	In Flam 
Reagents:       Sulfurous Ash, Black Pearl 
Effect:         Ignites a lifeless torch, fireplace or brazier 

Light 
Incantation:   	In Lor 
Reagents:       Sulfurous Ash 
Effect:         Illuminates a darkened area  

The 2nd Circle 
Infravision
Incantation:    Quas Lor 
Reagents:       Nightshade, Sulfurous Ash 
Effect:         Detects the presence of living, warm-blooded beings in
                the dark

Magic Arrow 
Incantation:   	Ort Jux 
Reagents:       Sulfurous Ash, Black Pearl 
Effect:         Fires a moderately damaging missile at you opponent

Poison
Incantation:   	In Nox Por 
Reagents:       Nightshade, Blood Moss, Black Pearl 
Effect:         Poisons your opponent with toxic venom 

Reappear 
Incantation:   	In Ylem 
Reagents:       Spider's Silk, Blood Moss, Black Pearl 
Effect:         Undoes the effect of the Vanish spell, making the vanished
                object return to this world 

Sleep 
Incantation:   	In Zu 
Reagents:       Nightshade, Spider's Silk, Black Pearl 
Effect:         Induces unconsciousness in the chosen victim 

Telekinesis
Incantation:   	Ort Por Ylem 
Reagents:       Blood Moss, Mandrake Root, Black Pearl 
Effect:         Moves objects near the user without physical contact 

Trap 
Incantation:   	In Jux 
Reagents:       Spider's Silk, Nightshade 
Effect:         Places a concealed trap on a chest or door 

Unlock Magic
Incantation:   	Ex Por 
Reagents:       Sulfurous Ash, Blood Moss 
Effect:         Unlocks magically locked chests and doors 

Untrap 
Incantation:   	An Jux 
Reagents:       Sulfurous Ash, Blood Moss 
Effect:         Negates magical traps on chests and doors

Vanish
Incantation:   	An Ylem
Reagents:       Garlic, Blood Moss, Black Pearl 
Effect:         Makes simple objects disappear from this world

The 3rd Circle
Curse
Incantation:   	An Sanct 
Reagents:       Sulfurous Ash, Nightshade, Garlic 
Effect:         Reduces the effectiveness of a foe's armour, prowess
                and intelligence

Dispel Field
Incantation:   	An Grav 
Reagents:       Black Pearl, Sulfurous Ash 
Effect:         Neutralizes magic fields generated by field spells 

Fireball
Incantation:   	Por Flam 
Reagents:       Sulfurous Ash, Black Pearl 
Effect:         Hurls a mighty flaming missile at your opponent 

Great Light
Incantation:   	Vas Lor 
Reagents:       Sulfurous Ash, Mandrake Root 
Effect:         Provides long lasting illumination 

Magic Lock
Incantation:   	An Por 
Reagents:       Sulfurous Ash, Blood Moss, Garlic 
Effect:         Applies a magical lock to a chest or door 

Mass Awaken
Incantation:   	An Vas Zu 
Reagents:       Ginseng, Nightshade, Spider's Silk 
Effect:         Awakens all nearby sleepers with an explosion 

Mass Sleep
Incantation:   	Vas Zu 
Reagents:       Ginseng, Nightshade, Spider's Silk 
Effect:         Induces sleep in all beings in the area targeted by
                the caster

Peer
Incantation:   	Vas Wis Ylem 
Reagents:       Nightshade, Spider's Silk 
Effect:         Reveals the world and the caster's place in it as though
                peering through an eagle's eye

Protection 
Incantation:   	In Sanct 
Reagents:       Sulfurous ash, Ginseng, Garlic 
Effect:         Increases the effectiveness or armour as well as the target's
                prowess and intelligence

Repel Undead
Incantation:   	An Xen Corp 
Reagents:       Garlic, Sulfurous Ash 
Effect:         Causes all undead in the caster's field of vision to flee  

The 4th Circle 
Animate
Incantation:   	Ort Ylem 
Reagents:       Sulfurous Ash, Mandrake Root, Blood Moss 
Effect:         Causes inanimate objects to come to life and wander about,
                though not under the caster's control 
Conjure 
Incantation:   	Kal Xen 
Reagents:       Spider's Silk, Mandrake Root 
Effect:         Summons a wild beast to your side to aid in combat 

Disable
Incantation:   	An Vas Mani 
Reagents:       Nightshade, Spider's Silk, Mandrake Root 
Effect:         Inflicts a grievous wound, nearly killing the target 

Fire Field
Incantation:   	In Flam Grav 
Reagents:       Black Pearl, Sulfurous Ash, Spider's Silk 
Effect:         Creates a searing wall of fire 

Great Heal 
Incantation:   	Vas Mani 
Reagents:       Ginseng, Spider's Silk, Mandrake Root 
Effect:         Restores one's health 

Locate 
Incantation:   	In Wis 
Reagents:       Nightshade 
Effect:         Reveals the caster's location like a magical sextant 

Mass Dispel 
Incantation:   	Vas An Jux Ort 
Reagents:       Garlic, Ginseng 
Effect:         Dispels all magic in the area targeted by the caster 

Poison Field
Incantation:   	In Nox Grav 
Reagents:       Nightshade, Spider's Silk, Black Pearl 
Effect:         Creates a wall of noxious gases 

Sleep Field
Incantation:   	In Zu Grav 
Reagents:       Ginseng, Spider's Silk, Black Pearl 
Effect:         Creates a wall of sleep-inducing energy 

Wind Change 
Incantation:   	Rel Hur 
Reagents:       Sulfurous Ash, Blood Moss 
Effect:         Allows caster to alter the prevailing direction of
                the wind

The 5th Circle 
Energy Field
Incantation:   	In Sanct Grav 
Reagents:       Mandrake Root, Spider's Silk, Black Pearl 
Effect:         Creates an impassable wall of energy 

Explosion
Incantation:   	Vas Por Flam 
Reagents:       Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss
Effect:         Creates a powerful explosion, injuring those caught in
                its blast

Insect Swarm
Incantation:   	Kal Bet Xen 
Reagents:       Blood Moss, Spider's Silk, Sulfurous Ash 
Effect:         Conjures up a swarm of insects to aid you in combat 

Invisibility
Incantation:   	Sanct Lor 
Reagents:       Nightshade, Blood Moss 
Effect:         Causes beings to become unseen 

Lightning
Incantation:  	Ort Grav 
Reagents:      	Black Pearl, Mandrake Root, Sulfurous Ash 
Effect:         Hurls a powerful bolt of lightning at your opponent 

Paralyze
Incantation:   	An Xen Por 
Reagents:       Spider's Silk, Sulfurous Ash, Nightshade, Black Pearl 
Effect:         Momentarily paralyzes your opponent, thus disabling him 

Pickpocket
Incantation:   	Por Ylem 
Reagents:       Blood Moss, Spider's Silk, Nightshade 
Effect:         Lets the caster take one of the target's belongings 

Reveal 
Incantation:   	An Sanct Lor 
Reagents:       Spider's Silk, Nightshade, Mandrake Root 
Effect:         Makes invisible beings in the area become visible again 

Seance
Incantation:   	Kal Mani Corp 
Reagents:       Blood Moss, Mandrake Root, Nightshade, Spider's Silk,
                Sulfurous Ash
Effect:         Lets the caster speak with the dead as though they still
                lived


X-Ray
Incantation:   	Wis Ylem 
Reagents:       Mandrake Root, Sulfurous Ash 
Effect:         Allows the caster to see places otherwise obscured by walls
                and obstacles

The 6th Circle 
Charm
Incantation:   	An Xen Ex 
Reagents:       Black Pearl, Nightshade, Spider's Silk 
Effect:         Changes the alignment of the target to match that of the
                caster

Clone 
Incantation:   	In Quas Xen 
Reagents:       Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade,
                Mandrake Root
Effect:         Creates an identical, though not directly controllable, replica
                of any being

Confuse
Incantation:   	Vas Quas 
Reagents:       Mandrake Root, Nightshade 
Effect:         Sends opposing foes into disarray 

Flame Wind 
Incantation:   	Flam Hur 
Reagents:       Sulfurous Ash, Blood Moss, Mandrake Root 
Effect:         Sends a gale of flaming wind in the direction of your foes 

Hail Storm
Incantation:   	Kal Des Ylem 
Reagents:       Blood Moss, Black Pearl, Mandrake Root 
Effect:         Brings down a storm of hailstones upon the caster's enemy
                and the surrounding area

Mass Protect
Incantation:   	Vas In Sanct 
Reagents:       Sulfurous Ash, Ginseng, Garlic, Mandrake Root 
Effect:         Increases the effectiveness of armour, as well as the prowess
                and intelligence of nearby beings

Negate Magic
Incantation:   	An Ort 
Reagents:       Garlic, Mandrake Root, Sulfurous Ash 
Effect:         Temporarily prevents the casting of spells and magic

Poison Wind
Incantation:    Nox Hur 
Reagents:       Nightshade, Sulfurous Ash, Blood Moss 
Effect:         Sends a gale of noxious wind in the direction of your foes 

Replicate 
Incantation:  	In Quas Ylem 
Reagents:       Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade 
Effect:         Produces a duplicate version of simple objects 


Web
Incantation:   	In Des Por 
Reagents:       Spider's Silk 
Effect:         Lays a fine sticky web upon the ground to hinder a foe's
                progress

The 7th Circle 
Chain Bolt
Incantation:   	Vas Ort Grav 
Reagents:       Black Pearl, Mandrake Root, Sulfurous Ash, Blood Moss 
Effect:         Causes a lively bolt of damaging energy to leap from one
                living being to another

Enchant
Incantation:   	In Ort Ylem 
Reagents:       Spider's Silk, Mandrake Root, Sulfurous Ash 
Effect:         Empowers special items with magical energy 

Energy Wind
Incantation:   	Grav Hur 
Reagents:       Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss 
Effect:         Sends a gale of wind in the direction of the foes 

Fear
Incantation:   	Quas Corp 
Reagents:       Nightshade, Mandrake Root, Garlic 
Effect:         Causes all evil foes in the area to flee in 
terror

Gate Travel
Incantation:   	Vas Rel Por 
Reagents:       Sulfurous Ash, Black Pearl, Mandrake Root
Effect:         Telports the caster's party to a moonstone location
                determined by the moonphase

Kill 
Incantation:   	In Corp 
Reagents:       Black Pearl, Nightshade, Sulfurous Ash 
Effect:         Sends a lethal bolt of energy towards an opponent 

Mass Curse 
Incantation:   	Vas An Sanct 
Reagents:       Sulfurous Ash, Nightshade, Garlic, Mandrake Root 
Effect:         Reduces the effectiveness or armour, as well as the prowess
                and intelligence of all nearby beings, friend and foe alike 

Mass Invisibility
Incantation:   	Vas Sanct Lor 
Reagents:       Mandrake Root, Nightshade, Blood Moss, Black Pearl 
Effect:         Causes all nearby beings to become unseen, though still
                present

Wing Strike 
Incantation:   	Kal Ort Xen 
Reagents:       Blood Moss, Spider's Silk, Mandrake Root, Sulfurous Ash 
Effect:         Sends a powerful dragon's wings against your opponent 


Wizard Eye
Incantation:   	Por Ort Wis 
Reagents:       Blood Moss, Nightshade, Mandrake Root, Sulfurous Ash,
                Black Pearl, Spider's Silk
Effect:         Allows the caster to see otherwise obscured places up to
                20 paces away

The 8th Circle 
Death Wind
Incantation:   	Corp Hur 
Reagents:       Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss 
Effect:         Sends a gale of lethal wind in the direction of foes 

Eclipse 
Incantation:   	Vas An Lor 
Reagents:       Mandrake Root, Sulfurous Ash, Nightshade, Garlic, Blood Moss 
Effect:         Causes the moons to block the sun's rays for a brief time 

Mass Charm
Incantation:   	Vas An Xen Ex 
Reagents:       Black Pearl, Nightshade, Spider's Silk, Mandrake Root 
Effect:         Changes the alignment of nearby foes to match that of the
                caster

Mass Kill 
Incantation:	Vas Corp 
Reagents:       Black Pearl, Nightshade, Mandrake Root, Sulfurous Ash 
Effect:         Sends lethal bolts of energy toward all nearby beings 

Resurrect
Incantation:   	In Mani Corp
Reagents:       Garlic, Ginseng, Spider's Silk, Sulfurous Ash, Blood Moss,
                Mandrake Root
Effect:         Restores life to a being who was dead

Slime
Incantation:   	Vas Rel Xen 
Reagents:       Blood Moss, Nightshade, Mandrake Root 
Effect:         All evil creatures are changed to slime

Summon
Incantation:   	Kal Xen Corp 
Reagents:       Mandrake's Root, Garlic, Blood Moss, Spider's Silk 
Effect:         Calls forth a daemon from the underworld who may assist
                you in combat

Time Stop 
Incantation:   	An Tym 
Reagents:       Mandrake Root, Garlic, Blood Moss 
Effect:         Temporarily suspends the flow of time while the caster
                continues his journeys

Tremor 
Incantation:   	Vas Por Ylem 
Reagents:       Blood Moss, Sulfurous Ash, Mandrake Root 
Effect:         Causes the ground to shake, injuring all beings in the
                affected area

How do I get the runestones in the mouseholes? 
Use a mouse. In Lord British's Castle, you'll find a talking 
mouse, Sherry. Offer her some cheese and she'll join your 
party. Protect her, for if she dies, the healers cannot resurrect 
her. Use her to go through the mouseholes to find the rune.

How do I free the shrines? 
You must have the appropriate rune for each shrine. The hard 
way: go to each shrine, fight off the Gargoyles, and use the 
rune on the glowing purple force field. This will dispel the 
field so you can grab the shrine. The easy way: use the Orb of 
the Moons to teleport to the shrine. Use the rune on the 
shrine, grab the moonstone, and teleport away. The gargoyles 
will then leave the shrine, and you can come back later when 
it's safe.

How do I go up in levels? 
You must know the appropriate mantra for each shrine. Go to 
a shrine and talk to it. Tell it the mantra when it asks, and 
your level will go up, if you have enough experience. The 
stats that go up are based on the shrine you've meditated at, 
like so:

Compassion	+3 Dexterity
Honesty         +3 Intelligence
Valor           +3 Strength
Justice         +1 Intelligence, +1 Dexterity
Honor           +1 Intelligence, +1 Strength
Sacrifice	+1 Dexterity, +1 Strength
Spirituality	+1 Dexterity, +1 Strength, +1 Intelligence
Humility	Does not raise statistics

How do I get the Thieves Guild belt from Phoenix? 
Buy the Pickpocket spell from Rudyom in Cove and cast it on 
her.

Where are the map pieces? 
  Search the shipwreck at 71S, 15E.
  Give food to the pirate Ybarra on the fourth level of 
dungeon Shame.
  There is a piece in dungeon Covetous/Wrong on the 
third level.
  There is a piece on the fourth level of the Ant 
Mound in the Dry Lands.
  The mayor of Trinsic, Lord Whitsaber, has a piece. 
Sandy, the cook in Trinsic, knows Whitsaber's true 
name and will tell you it if you go to Destard and get 
a dragon's egg from the fourth level. Tell Whitsaber 
his true name and promise to keep his secret and 
he'll give you his piece.
  The mad pirate Bonn on Dagger Isle has a piece 
under the harpsichord in his basement.
  Nathaniel Moorehead's widow, who lives just 
northwest of Empath Abby will tell you about the 
Gypsies who took her piece. Find Arturos the Gypsy, 
usually camped out near Trinsic, and offer to buy the 
piece for fifty gold.
  Morchella, who lives east of Serpent's Hold, will 
give you her piece if you give her a shield from the 
Order of the Silver Serpent. Talk to Koranada in the 
Hold Proper to find out how to join and get a shield 
made.
  Talk to Homer for the ninth piece after you have 
obtained the other eight.

Why won't the Shrine of Singularity let me pass? 
You must first meditate at each of the eight human shrines.



How do I fix the Lenses? 
Get the cracked Gargoyle lens from the Hall of Knowledge. 
Take it to the Gargish lens maker and ask him to repair it. 
Once it's fixed, take it to Ephemerides, who lives outside the 
Lycaeum. Say "lens", then "human". Give him a glass sword, 
and he'll make the human lens.

Why won't the Shrine of the Codex let me pass? 
You must first meditate at the Shrine of Singularity. This 
triggers your Sacred Quest.

I buried a moonstone to create a moongate. How do I get it 
back? 
Dig it up when the moons are both in the phase represented 
by the stone.

                        Ultima VI Reference 
                              Guide
                          by Lord British



The Main Menu
	When you run Ultima VI, an introductory 
sequence will begin. Read all text messages that 
appear and press any key or click in the message box 
to move on to the next message or screen. (Press 
<escape> if you want to bypass this sequence 
altogether.)
	When this is over, the main menu will appear, 
listing five options - Introduction, Create a Character, 
Transfer a Character, Acknowledgments, and Journey 
Onward. To select one of these options, click on it 
with the mouse. From the keyboard, use the arrow 
keys or numeric keypad to highlight the one you want 
then press return, or type the first letter of the 
option's name.
	The first time you play, you will want to go 
directly to Create a Character. Here, you can type in 
your character's name and select his or her Sex and 
Portrait. Go on to the next portion of the character 
creation system by clicking on the Continue box (or 
by typing "C"). This will take you to a series of 
questions. Answer by selecting the A or B response 
to each question. The way in which you answer 
determines the kind of character you get.
	When your character is complete, you will 
automatically be taken to the Introduction. This will 
tell you what the game is about. If you want to 
watch this again later, select Introduction from the 
menu.
	If you've played Ultima IV or Ultima V, you 
may want to bring your character from on of those 
games over to Ultima VI. Transfer a Character allows 
you to do that. Select this option and follow the 
directions on the screen, then click on the Transfer 
button and you're ready to use your old character in 
you new game.
Acknowledgments tells you who did what in the 
creation of Ultima VI.
Journey Onward takes you directly into the Ultima VI 
game. Select this option when you're ready to play.

Screen Layout
The game screen is divided into four regions - the 
map, the display, the status display, the message 
scroll, and the command icons.

The Map
	The largest region, in the upper left, is the 
map. This shows the world you are moving through, 
with the view centered on you (or another member of 
your party if it's their turn).
	With a mouse, move your characters around 
by positioning the pointer over the map until it 
becomes an arrow pointing in the direction you wish 
to move. Then click the left button. Some actions ask 
you for a target location. (You may have to say 
where you want to drop an item, for example). To 
select a location, click on it with the left mouse 
button. 
	If you want to use the keyboard, move by 
pressing one of the arrow keys, or one of the eight 
keys around the 5 on the numeric keypad. These keys 
are also used to select target locations - move the 
crosshairs on the screen to the desired location and 
press <enter> to initiate the action.
	You can also pass your turn and do nothing 
by positioning the mouse pointer over your character 
and clicking the left mouse button or by pressing the 
space bar.

The Status Display
	In the upper right-hand corner of the screen is 
the status display. At the top of the display, the 
current position of Britannia's sun and the positions 
and phases of the two moons in the sky are shown.
	Beneath this is a roster of all the members of 
your party, along with each character's figure and 
current hit points. A character whose hit points are 
printed in red is hurt badly; one whose hit points are 
green is poisoned.
	When a party has more than five characters, 
arrows appear at the top and bottom of this part of 
the screen. Click on these arrows to scroll up and 
down through the list of party members. The + and - 
keys can also be used.
	If you click on a character's name, or press a 
function key (F1-F8), you will be shown their portrait 
and statistics. The higher a stat, the better. Strength 
determines how much a character can carry, and how 
effectively they can strike with bludgeoning weapons. 
Dexterity determines how quick they are (faster 
characters get to move and/or attack more often), 
and how effective they are with non-bludgeoning 
weapons as well as crossbows, bows, and other 
missile weapons. Intelligence determines the 
character's bargaining ability and effectiveness as a 
spellcaster.
	The next two stats show pairs of numbers - 
the current number of points the character has, and 
the maximum possible. Magic Points determine how 
many spells can be cast. For instance, a spell of the 
fourth circle uses four magic points. Health 
determines how much damage the character can take 
before being killed. Each hour, you recover a number 
of magic points equal to your current level. Health 
can only be regained by rest or healing.
	The next statistic in the list is Level, which 
indicates how powerful a character has become 
through experience gained in past adventures. The 
last stat, Experience, determines when a player is 
ready to progress to the next level by meditating at a 
shrine.
	To view a characters Inventory, click on one 
of the figures to the left of the roster. On the left side 
of the inventory display is a figure showing all 
equipment that is readied for immediate use - either 
held in the character's hands, or being worn. If you 
are holding something that requires both hands, such 
as a crossbow, you will not be allowed to put 
anything in the other hand. Below this figure is the 
current weight of all Equipped (E:) items, and the 
maximum weight the character can have readied, 
measured in stones (s).
	On the right side of the inventory dispay are 
all other items carried by the character. The total 
weight of his inventory (I:) is listed here, along with 
the maximum weight the character can carry. To 
ready or unready an item, just click on it with the left 
mouse button. To look inside a container in your 
inventory, such as a bag or a chest, just click on it. 
Click on it again to return to the main inventory 
display.
	At the lower right, the character's current 
combat mode is displayed (see "Begin/Break Off 
Combat," below).
	Athe the lower left of the status display are 
five buttons. From left to right, their functions are: 
show previous character, return to party display, 
switch between portrait and inventory displays, show 
next character, and change combat mode.
To use the inventory display from the 
keyboard, press the <tab> key to move the 
crosshairs to the status display. You can then move 
to any item or button with the arrow or numeric 
keypad keys, and press <enter> to select it. 
Pressing the <tab> key again will return the 
crosshairs to the map.
The function keys F1 through F8 will switch 
the display to show the different members of your 
party. (If you don't know the position of a character 
in your roster, the + and - keys allow you to show 
the next and previous characters.) F10 will return to 
the main party display. The asterisk (*) key will 
toggle between a character's portrait and inventory 
displays.

The Message Scroll
	At the lower right of the screen is the 
message scroll. All text describing things you see and 
hear, as well as the results of your actions, is 
displayed here. When a message is too long to fit on 
the scroll, a flashing, donwward-pointing arrow 
appears at the bottom of the scroll. Press the space 
bar or click in the message scroll to view the rest of 
the message.

The Command Icons
	Underneath the map are then command 
buttons. The main commands in Ultima VI can be 
selected either with the mouse or keyboard. To use a 
command from the keyboard, simply press the first 
letter of its name. With the mouse, move the pointer 
to the command button you want to use and click the 
left mouse button. Then select the object or person 
you want to use the command on. 
	For frequently used commands, such as Get, 
Look, Attack or Move, you can set up a default 
command for use with the right mouse button. Click 
the right button on a command, and a blue ling will 
appear under it. Form then on, clicking the right 
button on any shape on the map or in your inventory 
display will execute that command on that object. 
You can change the default command at any time. 
For all functions other than executing the default 
command, the left mouse button should be used. The 
ten main commands follow.

	ATTACK (A) is used to fight monsters, 
animals, or peoplee, or to attempt to destroy objects. 
After choosing the Attack command, choose a trget 
on the map that is in range of the weapon you have 
readied.
	CAST (C) allows you to cast magic spells. 
You must have a spellbook readied, and have enough 
magic points and reagents available to cast the 
desired spell. When a character tries to Cast a spell, 
the spellbook will be shown in the status display, 
listing the names of all the spells they have learned. 
Each name is followed by the number of times that 
spell can be cast with the reagents in inventory. To 
page through the spells, click on the blue arrow 
buttons below the list or use the left and right arrow 
keys on the keyboard.
	You can cast a spell by clicking on its name, 
or by selectin it with the up and down arrows and 
pressing <enter>. Typing the first letter of each 
syllable of the spell also works. For instance, to cast 
the Repel Undead spell - An Xen Corp - you could 
type AXC and press <enter>. Some spells require 
you to specify whom or what you are casting them 
on. Simply select a target on the map or in your 
inventory.
	There is on special spell, the Help spell, which 
requires no reagents. This will return you instantly to 
Lord British's Castle. It should only be used in the 
most desperate of situations, however, as it will 
usually cost your party many experience points.
	TALK (T) lets you converse with the people 
you encounter in the game. Yo can also speak with 
some shrines and statues, and with the other 
members of your party. You must select the character 
on the map you wish to speak with. Their portrait will 
appear in the status display while they are speaking.
	You talk by typing single words on the 
keyboard and pressing <enter>. All words may be 
abbreviated to the first four letters (e.g., "elephant" 
may be abbreviated to "elep").
	Most people will respond to the words 
"name," "job," and "bye." (The "bye" command 
ends a conversation. You can accomplish the same 
thing by pressing <enter> without typing anything.) 
Some people will also respond the the words "join" 
and "leave," allowing you to add members to your 
party (up to a maximum of eight) or remove them.
	During the course of conversation, people 
give you an idea of what they're interested in talking 
about. If you have the help function on, as it is when 
you start the game, the subjects they want to talk 
about will appear in a different color on the screen; if 
help is off, you'll have to figure out the key words in 
their conversations. You can turn help on or off by 
pressing control-H. However, be aware that some 
people will respond to other subjects, if you ask 
them.
	LOOK (L) allows you to identify anyone or 
anything in the location you select, on the map or in 
your inventory. This command can be used to read 
books, signs, and gravestones, or to examine 
paintings. It will also give information on the 
effectiveness of weapons and armor. When you use 
the Look command on an object you are adjacent to, 
you will search it. This will reveal the contents of 
chests, bags, crates, barrels, etc. It will also let you 
find hidden items or secret doors.
	GET (G) lets you pick up an object on the 
map. You must be standing next to it. If it isn't too 
heavy, it will be put into your inventory.
	DROP (D) can be used to lighten your load by 
getting rid of items you no longer need. First select 
the item in your inventory, then choose a spot on the 
map to place it.
	MOVE (M) is used to push an item or to move 
it between characters in the party. 
	If you select an item on the map, you can 
sometimes push it to an adjacent square to get it out 
of your way. If it's something alive, though, it may 
not always let you! Moving an item into a square with 
a chest, barrel, or crate will place the item inside it.
	This command can also be used to move 
things in and ou of containers or from one character 
to another. To move an item to another character, 
click on them on the map. When you buy a new spell, 
you must move it into your spellbook before you can 
cast it.
	USE (U) operates any object that has some 
function. Among other things, it will let you open and 
close doors and chests, enter or exit ships, climb 
ladders, milk cows, mount horses, light or extinguish 
fires, look into telescopes or crystal balls, ring bells, 
eat or drink food and beverages, or play musical 
instruments. When using a musical instrument, you 
play it with the numbers 0 through 9, and press 
<enter> when finished.
	REST (R) lets your party set up a camp and 
recover health and magic points. You will be asked 
how many hours you wish to rest, from 1 to 9, and 
who will stand guard. Select a character on the map 
display, or press <escape> to have no guard. A 
character will not regain hit points if they are out of 
food, or if they stand guard. If you are ambushed 
while resting, however, your party will not be 
awakened unless you have someone on guard! You 
can only rest on land. At sea, this command repairs 
your frigate. Multiple "Rests" may be required to 
repair a ship completely
	BEGIN/BREAK OFF COMBAT (B) switches 
back and forth between party mode and combat 
mode. In party mode, the members of your party 
automatically follow you around. In combat, each 
character will behave according to the combat mode 
you have selected for them on their inventory display. 
Characters in Front, Rear, or Flank modes will 
position themselves in a formation centered around 
you. Characters in Assault mode will attack the 
nearest enemy, while those in Retreat mode will avoid 
combat. Characters in Beserk mode will charge and 
attack the strongest foe. Lastly, if you select 
Command mode for a character, you can control their 
actions each turn, just as you do for your own 
character. You can change a character's combat 
mode at any time, even in the middle of a battle.




Keyboard Commands

Control - S	Saves the game. You will be 
                asked if you really want to 
                save the game. Type "Y" 
                (Yes) to save or "N" (No) to 
                cancel the command and keep 
                playing.

Control - R	Restores the game to the last 
                saved position. As in the case 
                of the Save command, you 
                will be asked to reply "Y" or 
                "N."

Control -Q	Quits the game and exits to 
                DOS. Make sure you have 
                saved the game first if you 
                want to return to the game 
                position later!

Control - H	Toggles help mode on/off.

Control - Z	Toggles sound and music 
                on/off.

1 through 8	Place a member of the party in 
                solo mode. In this mode, you 
                can move that character 
                around and perform whatever 
                actions you wish, while the 
                rest of the party remains 
                motionless. Note that you 
                can't talk to people or use 
                ladders, dungeon entrances, or 
                moongates in solo mode - you 
                must be in party mode.

0 (Zero)	Exits solo mode and returns to 
                party mode.

Escape          Aborts most functions.

Spell List
	All known spells of the Eight Circles of Magic 
are listed below. The first column gives each spell's 
English language name/effect. The second column 
lists the magical syllables that form the spell's 
incantation. (Rememer, you can cast a spell by typing 
the first letter of each syllable.) The last column tells 
you which  reagents are necessary to cast the spell. 
These are abbreviated as follows:

        As      Sulfurous Ash   Mo      Blood Moss
        Ga      Garlic          Ni      Nightshade
        Gi      Ginseng         Pe	Black Pearl
        Ma      Mandrake Root   Si	Spider's Silk

The 1st Circle
Create Food	In Mani Ylem	Ga, Gi, Ma
Detect Magic    Wis Ort         Ni, As
Detect Trap     Wis Jux         Ni, As
Dispel Magic	An Jux Ort	Ga, Gi
Douse           An Flam         Ga, Pe
Harm            An Mani         Ni, Si
Heal            In Mani         Gi, Si
Help            Kal Lor         <None>
Ignite          In Flam         As, Pe
Light           In Lor          As

The 2nd Circle
Infravision	Quas Lor	Ni, As
Magic Arrow     Ort Jux         As, Pe
Poison          In Nox Por      Ni, Mo, Pe
Reappear        In Ylem         Si, Mo, Pe
Sleep           In Zu           Ni, Si, Pe
Telekinesis	Ort Por Ylem	Mo, Ma, Pe
Trap            In Jux          Si, Ni
Unlock Magic    Ex Por          As, Mo
Untrap          An Jux          As, Mo
Vanish          An Ylem         Ga, Mo, Pe

The 3rd Circle
Curse           An Sanct        As, Ni, Ga
Dispel Field    An Grav         Pe, As
Fireball	Por Flam	As, Pe
Great Light     Vas Lor         As, Ma
Magic Lock      An Por          As, Mo, Ga
Mass Awaken	An Vas Zu	Gi, Ga
Mass Sleep      Vas Zu          Gi, Ni, Si
Peer            Vas Wis Ylem    Ni, Ma
Protection	In Sanct	As, Gi, Ga
Repel Undead	An Xen Corp	Ga, As

The 4th Circle
Animate         Ort Ylem        As, Ma, Mo
Conjure         Kal Xen         Si, Ma
Disable         An Vas Mani     Ni, Si, Ma
Fire Field	In Flam Grav	Pe, As, Si
Great Heal	Vas Mani	Gi, Si, Ma
Locate          In Wis          Ni
Mass Dispel	Vas An Jux Art	Gas, Gi, Ni
Poison Field	In Nox Grav	Ni, Si, Pe
Sleep Field	In Zu Grav	Gi, Si, Pe
Wind Change     Rel Hu          As, Mo

The 5th Circle
Energy Field 	In Sanct Grav	Ma, Si, Pe
Explosion	Vas Por Flam	Ma, As, Pe, Mo
Insect Swarm	Kal Bet Xen	Mo, Si, As
Invisibility	Sanct Lor	Ni, Mo
Lightning	Ort Grav	Pe, Ma, As
Paralyze	An Xen Por	Si, As, Ni, Pe
Pickpocket	Por Ylem	Mo, Si, Ni
Reveal          An Sanct Lor    Si, Ni, Ma
Seance          Kal Mani Corp   Mo, Ma, Ni, SI, As
X-ray           Wis Ylem        Ma, As

The 6th Circle
Charm           An Xen Ex       Pe, Ni, Si
Clone           In Quas Xen     As, Si, Mo, Gi, Ni, Ma
Confuse         Vas Quas        Ma, Ni
Flame Wind	Flam Hur	As, Mo, Ma
Hail Storm	Kal Des Ylem	Mo, Pe, Ma
Mass Protect	Vas In Sanct	As, Gi, Ga, Ma
Negate Magic    An Ort          Ga, Ma, As
Poison Wind     Nox Hur         Ni, As, Mo
Replicate	In Quas Ylem	As, Si, Mo, Gi, Ni
Web             In Des Por      Si

The 7th Circle
Chain Bolt	Vas Ort Grav	Pe, Ma, As, Mo
Enchant         In Ort Ylem     Si, Ma, As
Energy Wind	Grav Hur	Ma, Ni, As, Mo
Fear            Quas Corp       Ni, Ma, Ga
Gate Travel	Val Rel Por	As, Pe, Ma
Kill            In Corp Pe, Ni, As
Mass Curse	Vas An Sanct	As, Ni, Ga, Ma
Mass Invis.     Vas Sanct Lor   Ma, Ni, Mo, Pe
Wing Strike	Kal Ort Xen	Mo, Si, Ma, As
Wizard Eye	Por Ort Wis	Mo, Ni, Ma, As, Pe, Si

The 8th Circle
Death Wind	Corp Hur	Ma, Ni, As, Mo
Eclipse         Vas An Lor      Ma, As, Ni, Ga, Mo
Mass Charm	Vas An Xen Ex	Pe, Ne, Si, Ma
Mass Kill	Vas Corp	Pe, Ni, Ma, As
Resurrect	In Mani Corp	Ga, Gi, Si, As, Mo, Ma
Slime           Vas Rel Xen     Mo, Ni, Ma
Summon          Kal Xen Corp    Ma, Ga, Mo, Si
Time Stop	An Tym	Ma, Ga, Mo
Tremor          Vas Por Ylem    Mo, As, Ma


                        Ultima VI Walkthrough

                          By Rand VanFossen
                                And
                           Gabe Nickelson

                           January 6, 1998


There are many sub-plots in this game.  It is not necessary to 
accomplish all the quests.  We've provided the necessary 
quests.  Take other quests as you wish.

The Arrival
When you arrive in the game you will be in Lord British's 
Throne Room.  You must attack the three gargoyles in the 
room.  After you kill them, talk to Lord British.  Click on the 
talk icon then click on Lord British, or press 'T' on the 
keyboard and use the arrow keys to select him and press 
enter.

Lord British
You must answer questions from the Compendium.  Answer 
the questions and Lord British will fill you in on what has 
been happening around Britannia since your last visit and 
give you a key (Key A).  Any texts which appear in bright red 
are topics which Lord British will tell you about.  When you 
get the prompt 'You say:' type in the word and press enter.  
Not all topics will appear in bright red.  You must ask about 
other topics too.  Most will come later in the game.

Nystul
After you finish talking to Lord British, talk to Nystul.  He 
will ask about the book in Iolo's possession.  He will tell you 
to take it to the Lycaeum.  Nystul will also ask about the Orb 
of the Moons in your possession.  After you finish talking to 
Nystul, talk to Lord British again and ask about the stone.  
Just type 'stone' at the prompt.  He will inform you how the 
stone works.  Below is a diagram of where the stone will take 
you.

First Steps
It is recommended at this point that you collect items from 
within the castle to prepare you for your journey.  Roam 
around the castle and grab items which may be useful.  It will 
be useful to talk to people around the castle.  Make sure you 
talk to everyone.  Some people you are not required to talk to, 
but they can provide many other quests not mentioned in this 
walkthrough.

You may want to ask Sherry to join your party later in the 
game.  You can get cheese for her in the kitchen storage 
room.  Eventually, she will get you a rune you can't reach in 
Jhelom.

You need to collect the rune in Britain.  Talk to Ariana and 
ask her about 'runes'.  She will give it to you after you get her 
parents permission.  Go to the Blue Boar Tavern and talk to 
Anya.  Ask about 'rune'.  She will grant you permission to 
borrow the rune.  Return to Ariana and get the Rune of 
Compassion.  

Cove - Talk to Ahramaand and ask him about the rune.  Then 
ask about the 'mantra'.  He will tell you to talk to Lord 
British's Chancellor Tholden.  Tholden will tell you a bit 
about where to find the other stones.  He will inform you to 
talk to the Bards in Britain.  Ask Kenneth about the Mantra 
and he will tell you 'Mu'.  Teleport to the Shrine of 
Compassion with the Orb of the Moons.  You may also reach 
the Shrine by traveling east of Britain.  Use the Rune of 
Compassion with the shrine by chanting 'mu'.  This will free 
the shrine.  Grab the moonstone.

Skara Brae - Talk to Major Trenton first.  Ask him about 
the 'mantra' and he will tell you to read it in a book.  He will 
also tell you that Quenton has the rune and is dead.  You will 
find a cottage just north of the moongate.  Marney is 
Quentons daughter.  In the chest, you will find the Rune of 
Spirituality and a Book of Spirituality.  The book will tell you 
the mantra is 'om'.  Free the shrine by teleporting with the 
Orb of the Moons and chanting the mantra.  Once the shrine 
is free, grab the moonstone.

While visiting the Island of Skara Brae, visit Horace the 
magic user.  Purchase the Explosion Spell and the Kill Spell.

Yew - Talk to Mayor Lenora.  Ask her about 'runes' and ask 
twice about 'mantra'.  She will tell you the mantra which is 
'beh'.  A thief has stolen the rune and is jailed just south of 
the sundial in town.  Go into the jail and talk to the guard.  
He will tell you he can't give you the key to the jail without 
the permission from the Mayor.  Return to the Mayor to get 
'permission'.  Talk the guard again and get the key to the 
locked door to the east.  The thief is in the south cell.  Look in 
the window to talk to the thief.  Tell the thief you can gain his 
freedom by telling you where the rune is.  He will tell you that 
it is under a potted plant in the Slaughtered Lamb Inn, just 
north of the sundial.  Get the rune, and go to the Shrine of 
Justice.  Follow the road east and just north of Yew.  You 
may want to teleport there with the Orb of the Moons.  Free 
the shrine and get the moonstone.

Note:  You may want to buy swampboots for all party 
members in this town while you are here.

Minoc - Talk to Major Isabella.  She will tell you the healer 
Tara will be able to tell you the mantra. Ask her about the 
'rune'.  She will tell you she gave it to Selganor the Artisan.  
Talk to Tara the Healer.  Ask her about 'mantra'.  She will tell 
you the mantra is 'cah'.  Go to the Artisan Guild Hall, which 
is west of Isabella's house.  Talk to Selganor the Artisan and 
ask about 'runes'.  He will tell you that he will give the rune, 
but you must first become a member.  To become a member, 
you must make panpipes.  You must talk to Julia about 
making these.  You must also be able to play the song 'stones' 
on the pipes.  Learn the song by asking Gwenno about 
'stones'.  Gwenno can be found in the guild and Julia can be 
found north of the guild.  Talk to Julia and she will tell you 
that you need a fresh cut board to make the pipes.  You must 
get the wood in Yew.  Teleport or walk to Yew and talk to 
Mayor Lenora about 'wood'.  She will tell you to go west of 
her house until you run into trees, and then to the north.  
There you will find the woodcutter Ben.  Ask him about 
'wood' and he will sell you a piece of wood for 5 gold pieces.  
Get the wood and take it to the woodcutter in Minoc. Use the 
Orb of the Moons to get there, or walk to Minoc.  If you 
teleport to Minoc, the woodcutter is directly south of the 
moongate.  Talk to Aaron about 'wood' and he will cut your 
wood into a board at a small fee of 5 gold pieces.  Return to 
Julia and ask her about 'Panpipes' and 'board'.  She will make 
them for you.  Now go to Gwenno, and ask about 'stones' if 
you haven't already.  The order of stones is:

6789878767653

Once you learn Stones, you become a member of the guild 
and get the Rune of Sacrifice.  Teleport or walk to the Shrine 
of Sacrifice.  Follow the path east of Minoc until you hit the 
mountains to get to the shrine.  You will find a pass through 
the mountains to the desert.  Travel east through the desert 
until you reach the shrine.  The shrine is located in the 
middle of the desert.  Chant the mantra 'cah' and free the 
shrine.  Grab the moonstone.

Moonglow - You will find the Mayor Aganar within town.  
Ask him about the 'mantra' and he will tell you to talk to 
Penumbra.  Ask him about the 'rune' and he will tell you 
Beyvin (the most honest man he knows) has the rune.  He 
will tell you that Beyvin lives with Penumbra.  Find 
Penumbra just east of the moongate.  You will need to cast 
'dispel field' to get into talk to her.  If you don't have the spell, 
you can get it north of Moonglow past the Library of 
Lycaeum by talking to Xaio.  The spell will cost 75 gold.  Ask 
Penumbra about 'mantra'.  She will tell you for 5 gold pieces.  
The mantra is 'ahm'.  Ask her about 'Beyvin', and she will tell 
you he is dead.  Ask about 'rune'.  She will tell you it was 
buried with Beyvin in the catacombs underneath Moonglow.  
Just south of the tavern in Moonglow is Manrel house.  Find 
him and ask him about 'Beyvin'.  He will give you a key to his 
crypt if you drop off flowers and the crypt for him.  Get to the 
catacombs by going to Xaio's house and cast 'Unlock Magic' 
on the magically locked door.  If you do not have this spell, 
talk to Nicodemus in Yew, or get it in Skara Brae.  Go down 
the stairs and you will be there.  Beyvin's tomb is on the 
second level.


When you reach the tomb of Beyvin, search his bones and you 
will find the Rune of Honesty.  Leave the flowers given to you 
by Manrel.  Leave the Crypts by teleporting to the Shrine of 
Honesty, otherwise you will need a boat to get there.  The 
shrine is located on a island north of Moonglow.  Free the 
shrine by chanting the mantra 'ahm' and grab the moonstone.  
After you get the stone, teleport to Trinsic.

Trinsic - The rune of Honor is in the middle of the town on a 
pedestal.  Just grab it.  Talk to Lord Whitsaber and ask about 
the mantra.  He will tell you to chant 'summ'.  Take the Rune 
to the Shrine of Honor to the west of town. 

New Magencia - There is a magic shield under a plant near 
the docks.  Talk to Conor.  Ask him about the 'mantra'.  He 
will tell you 'lum'.  Now talk to Lord Antonio about 'runes'.  
He will tell you to seek out the most 'humble' person in town.  
Everyone you speak to will tell you they are the most humble 
except for one person; Conor.  He is actually the most 
humble.  That is the answer to his question.  He will give you 
the rune.  Teleport to the Shrine of Humility, or you may 
want to travel there by boat to the island south of New 
Magencia.  Free the shrine by chanting the mantra 'lum'.  
Grab the moonstone.

Jhelom - Talk to Zellivan, Lord of Jholom, and ask about the 
'rune'.  He will let you know that he had a tournament for the 
rune, and no man won.  Ask 'mantra' to Zellivan, and he will 
tell you to go to the Sword and Keg pub.  Now, go to the 
blacksmiths shop, just west of Zellivans.  You will find 
'Nomann' there.  Ask him about the 'rune'.  He will tell you 
about a 'tale'.  Ask 'tale', and he will tell you that rat took the 
rune and ran away.  Go to the pub and talk to Lyssandra the 
barmaid.  Ask her about 'rune' and she will mention the rat.  
Ask about 'rat', and she will tell you where the rat hole is.  
Say 'idea' and she will tell you to get Sherry.  Teleport to Lord 
British's castle and get Sherry to join your party.  You must 
have cheese for Sherry.  Now teleport back to the tavern in 
Jhelom.  Enter solo mode with Sherry.  While you are Sherry, 
enter the rat hole and get the Rune of Valor.  You may want 
to pick up other items while you here.  Return to party mode 
after you leave the rat hole.  Talk to Culham.  Ask him his 
name twice, and then ask him about 'mantra', 'sing', and then 
'play'.  He will give you the mantra 'ra'.  Teleport to the 
Shrine of Valor and free it by chanting 'ra'.  You may reach 
this shrine by taking a boat to an island south of Jhelom.  
Grab the moonstone once you free the shrine.  

Lycaeum - Just east of the library, before the astronomer, you 
will find Mariah's house.  She may be in the Library.  Ask her 
about the Book of Prophecy by saying 'book'.  She will tell 
you about a tablet with similar writing.  Ask about 'tablet' and 
she will tell you to talk to the Gypsies.  Grab the tablet from 
her desk in the study.  Go down the ladder surrounded by the 
force fields.  You will, of course, have to cast 'Dispel Field' 
before doing this.  Once down, follow the map below to grab 
a couple books.  Get the book titled 'Wizard of Oz'.  Lord 
British will give you gems for this.  Another good book is the 
'Book of Mantra'.  This will list all the mantras.

Note:  Visit Xaio and purchase the telekinesis spell, 
Explosion Spell, and the Locate Spell.

Gypsies - Look for Zoltan, King of the Gypsies.  Zoltan will 
be traveling with 3 other people.  One of these people is a 
juggler name Blaine.  They can be found in any city in 
Britannia.  They often travel from city to city.  Ask Zoltan 
about the 'tablet'.  He will tell you to seek out Captain 
Hawkins in Buccaneers Den.  The tablet was broken in two 
pieces.  He was able, however, to take the other half of the 
tablet to the Lycaeum.  You should have picked up this piece 
at the Lycaeum already.

Buccaneer's Den - Located directly east of Paws, you can 
reach the Den two ways.  Get boats and sail there, or venture 
through the sewers under Lord British's castle.  Find Homer 
and ask him about Captain Hawkins.  Then ask about the 
'tablet' and he will mention Captain Hawkins buried treasure.  
Now ask about 'treasure', then 'cave'.  He will tell you about 
the map which is in 8 pieces if you will help him.  Homer has 
one piece, and he will help you if you bring him the other 
pieces.  He gives you five clues on where to find map pieces.  
Locate these people.

1.	Hawknose went to the Dry Land to kill the demon. 
2.	Sandy the cook went to Trinsic.
3.	Ybarra said he was headed for the dungeon shame.
4.	One of the men may have died in a shipwreck.
5.	Another one has settled in Jhelom, but cannot 
        remember his name.  He has a hook for a hand.

Map Pieces - You must get the map pieces now.  Teleport to 
Trinsic and talk to Sandy.  Ask him about 'pastry' and he will 
ask you for 'favor'.  Tell him 'favor' and he will ask you a 
riddle.  The answer to this riddle is 'egg'.  Tell him 'egg', he 
will tell you to get a dragons egg.  You may get a dragons egg 
in Dungeon Destard which in located northwest of Trinsic.  
Destard is hard to find.  Head south of the mountain range 
and look for the pass heading north.  It is located in there.

Dungeon Destard - Warning, this dungeon requires high 
skills to master.  You need to go down to the fourth level to 
find the dragons egg.  On level two, drop down one of the 
holes.  When you get to level four, the eggs will be located in 
the north cavern.  Grab a couple eggs and look around for 
some nice treasure.  Once you have the dragons egg, teleport 
back to Trinsic with the Orb of the Moons, or work your way 
back up through the levels.  Once in back Trinsic, talk to 
Sandy.  Give him the egg.  Tell him you are interested in 
learning about pirates.  He will tell you about more pirates 
where you may find the other map pieces.

6.	A pirate in Serpents Hold has a piece of the map.  He 
        cannot remember her name.
7.	Another pirate resides on Dagger Isle, a hermit.
8.	A pirate a Empath Abby, Nathaniel Moorehead.
9.	Mayor Whitsaber is the last pirate.

Talk to Mayor Whitsaber in town.  Call him 'Gorden'.  Tell 
him 'map' and keep his secret.  You now have a map piece.

Teleport to Jhelom and talk to the peasant Heftimus McPry.  
Giving him gold and ask him about the 'map'.  Give him the 
20 gold and he will tell you he tried to start a fire with it in 
Dungeon Wrong.  Travel to Dungeon Wrong.  Get to the 
dungeon by teleporting with the Orb of the Moons to Yew.  
Travel east towards Minoc.  Take the boat across the river.  
Continue to follow the path east, until you run into the 
mountains.  Now go North and you will find a path in the 
mountains going east.  Go south, then west and you will find 
it here in the mountains.  

Dungeon Wrong - Upon entering, travel to the East.  Open 
the magically locked door with the 'unlock magic' spell.  
Travel down the stairs.  Go to the east end of level two and 
cast telekinesis on the lever behind the portcullis.  Travel 
west on level two and go down to level three through the door 
which was just opened.  On level three, go to the door on the 
east side, northern door.  Enter the door and kill the hydra.  
Look for secret door on north wall.  Open the door and follow 
the passage to the next room which will contain the next map 
piece.  Grab some treasure here too. Use the Orb of the 
Moons to get out of Wrong, or explore the caverns more.  
You need to teleport to Britain so to find Dungeon Shame.

Dungeon Shame - This dungeon is located west of Lord 
British's castle in the mountains.  You will need food to give 
to Ybarra.  There is also a Cyclops cave near this dungeon.  
Once you enter the dungeon, head past the building and go 
south.  You will find a stairway down.  Go down.  On level 
two, simply follow the passage to the southwest and you will 
find the ladder to level three.  On level three there are two 
ladders leading down.  Take the ladder furthest north.  Just 
follow the passage and on level four you will find Ybarra.  
Say 'food' to him, and then he will talk to you.  Say 'map' and 
he will ask you more food in exchange.  After you get the 
map, teleport to Yew.

Empath Abbey - Once you teleport to Yew, Empath Abbey 
is easy to find.  It's just southwest of Yew; follow the road.  
Locate Nathaniel Moorehead's wife, Sylaina, slightly north 
and to the west.  Ask about the 'map' and she will tell you the 
Gypsies stole it.  You need to locate the band of Gypsies in 
their camp just north of Trinsic.  Teleport using the Orb of 
the Moons to get there.

Gypsy Camp - After you arrive at the camp, talk to Arturos.  
Ask him about the 'map'.  He will offer to sell it for 100 gold.  
Say no to this.  He will hold out up to 50 gold.  Buy the map 
piece and teleport to the Shrine of Sacrifice.

Ant Mound - After Teleporting the to Shrine of Sacrifice, go 
directly south and you will find the hole in the ground which 
will lead you to the Ant Mound.  Go down.  To get to level 
one, go north, then travel west.  There you will find a large 
open area with four columns in it.  In the center of the 
columns is another hole.  Drop down into this hole.  On level 
two, there are two holes to drop down.  Drop down to the 
closest one, which is just to the east and the first passage 
north.  On level three, go all the way south, then follow the 
passage to the west, which will bring you to the next hole you 
need to drop down.  After dropping down, you will be on 
level four.  Go north, then follow the first passage east.  
Follow this passage east through the room with the four 
pillars in it, to the next large room.  Here you will find the 
queen ant.  In the southeast corner of the room you find the 
body of Hawknose.  Search his body and you will find the 
map piece.  Teleport out of there to Britain.

Dagger Isle - You need to reach this by boat or skiff.  
Purchase one in Britain.  You just teleported here, so find the 
ship master and purchase a deed.  You should have enough 
gold saved up by now.  Travel east across the ocean to 
Moonglow, then head north.  That island is Dagger Isle.  
Head to the northeast part of the island and get out of the 
boat.  Search for a lone house and look for Bonn the pirate.  
Ask him about the 'map'.  He will tell you it is well hidden.  
He mentions his basement.  Leave Bonn and go to his house.  
You will see a harpsichord inside.  Move it and it will reveal 
the ladder to the basement that Bonn was talking about.  Find 
the map piece down there in the crate.  It will be in the third 
bag.  Lots of other items here.  Grab what you need.  Return 
to the boat and travel to Serpents Hold, which is located 
directly south of Buccaneers Den.  

Serpents Hold - Once at the hold, look for a female 
character.  You are looking for Morchella.  Try checking the 
tavern.  Ask her about the map.  She knows about the map, 
and will tell you where it is if you give her a magic shield.  
Give her a magic shield and she will give you the map.  

Shipwreck - The wreck is located at 71 degrees south, and 
15 degrees east.  Look at the ship and the map piece will be 
revealed.  Grab it and head back to Buccaneers Den.

Buccaneers Den - Go back and talk to Homer.  Tell him you 
have all the map pieces.  He tells you to find the island with 
the 'x' on it.  Three stones stand in the center.  Walk three 
paces to the south, then nine paces west, and then twelve 
more paces south.  This will put you next to an old dead tree.  
Dig in the dirt just south of your position and you will find 
treasure.  Before leaving, put the map together.  Find a large 
area on the ground and assemble the map.  This will pinpoint 
the Treasure Island with the 'x' on it.  As you will notice, it is 
just southeast of Buccaneers Den.  

Treasure Island - Once on the island, find the three stones 
and stand in the center.  Walk three paces to the south, then 
nine paces west, and then twelve more paces south.  This will 
put you next to an old dead tree.  Dig in the dirt just south of 
your position and you will be able to drop into the hole.  Once 
in the hole, just go north.  Take the passage west and follow it 
to the south.  Avoid hole, do not drop in hole going west.  Go 
south, then go east until you can only go south.  Go west until 
you can only go north.  Go north until you get the stairs.  
Take those stairs down to level two.  On level two, go all the 
way south, then take passage to the west until you go north.  
Then go west at 'T'.  Take first split to the north, then take the 
next passage west to ladder.  Go down this ladder to level 
three.  On level three, follow the west passage, which will go 
south, then west again.  Follow it north until you can only go 
west.  Then take the first north passage and at the 'T' go east 
to hole.  Drop down this hole to level four.  Once in level 
four, follow the passage around until you get an option to turn 
north.  Take the third path to the north.  You will need to use 
the 'Dispel Field' spell to remove the poison fields.  You will 
then come to a large building with a locked door.  Use a 
powder keg or the Explosion Spell to open the locked door.  
Behind the door you will find many treasures.  Most 
importantly, get the cloak, tablet, and the magic fan.  Leave 
this place be leaving the way you came in, or use the Orb of 
the Moons to get back to Buccaneers Den.  You may lose your 
skiff or ship if you teleport.

Buccaneers Den - Now that you've got the cloak, talk to 
Homer again.  Give the cloak to Homer.  Teleport with the 
Orb of the Moons to Moonglow.  This is the closest you will 
get to the Lycaeum.

The Lycaeum - Return to the Lycaeum and talk to Mariah 
about the 'tablet'.  She will study the tablet and tell you a story 
about the end of the world.  She will tell you about a Gargoyle 
named Sin'Vraal located in the desert.  Seek him out.  
Teleport with the Orb of the Moons to the Shrine of Sacrifice.  
Sin'Vraal's home is located just of south of the shrine.  Find 
him and ask him about 'prophecy'.  Then ask him about 
'sacrifice'.  He will then tell you to seek out another Gargoyle 
through Hythloth.  Ask about 'intelligence', and will inform 
you about flying.  Ask about 'flying' and he will tell you about 
the balloon.  He will also tell you that you need to speak to 
someone in Minoc.  Teleport to Minoc or walk there.

Minoc - Once you arrive, talk to Selganor.  Ask him about 
the 'balloon'.  Now ask him about 'Sutek'.  He will tell you 
where to find him.  Look east of Serpents Hold on an island.  
Travel there.

Sutek's Castle - Find the docks to the south and walk to the 
north.  His evil bunnies will attack you.  Use the Explosion 
Spell on the locked door.  Once inside, use the Telekinesis 
Spell on the crank across the void.  This will lower the 
bridge.  On the north wall you will see a decorative sword.  
Move the sword away along with the plaque behind it.  Now 
look at the wall and you will see a secret door.  Pass through 
this door.  The chamber you need to get in is to the east.  Use 
the Dispel Field spell to lower the force field.  Open the door 
to the northwest.  Dispel all the fields here too.  Use two of 
the levers only.  Pull the ones on the far right only.  Leave the 
one on the left.  You should now be able to work your way up 
to the Hydra.  Kill the Hydra and get the decorative sword 
and plaque on the wall.  There is a kidden door behind it.  
Inside you will find Sutek himself.  Talk to him and ask about 
the 'balloon'.  He will tell you to go to the catacombs.  These 
are located in the Hydra's Chamber to the south.  Find the 
secret door and go down the ladder.  Once down on the first 
floor of the catacombs, go to the room in the northwest.  Use 
the switch on the right only.  This will open a door to the 
south, allowing access to the ladder down.  On the second 
level, open the secret door to the north.  Ignore the horse and 
head east, then north.  Descend to level three.  On level three, 
go south and take the second east passage.  Then go south to 
the ladder.  Go to level four.  On level four, walk to the 
northeast corner of the catacombs to find the balloon plans.  
Get these and return to the Castle Level.

Balloon - You will need several items to make the balloon.  
Go to Minoc to get the basket.  Michelle the basketmaker will 
get you this.  Ask about 'basket'.  Choose 'custom basket' and 
say 'plans' to her.  She will make a basket for you, but it will 
cost 300 gold.  Get the basket and head to Paws.  You need 
silk and the only person to give it to you is Arbeth.  Ask her 
about 'silk'.  She will sell you a spool for 20 gold.  Make sure 
you have spider silk.  She gives you the thread.  You now 
need to get the thread woven into silk cloth.  Arbeth 
recommends talking the silk thread to Thindle to get it 
woven.  Thindle tells you only one person can do this.  Travel 
to New Magincia and talk to Charlotte.  Have her weave it for 
you.  Return to Paws and speak to Marissa.  Tell her about the 
'plans'.  She will create the silk bag for you.  Go buy rope 
from Mortude in Paws.  Get a cauldron in Dungeon Wrong 
on level one.  Once all the balloon materials have been 
readied, read the plans.  A balloon will be made on the 
ground.  Have a strong character hold the balloon.  

Hythloth - As Sin'Vraal mentioned, you must go to Dungeon 
Hythloth.  This is located near the Shrine of Humility.  Enter 
the dungeon.  The ladder for level two is in the northeast 
corner of level one.  Descend down and head north and follow 
the path which will lead into a large room with fire.  Head to 
the south wall and the room will come to a point.  West of 
this point is where you will find the ladder to level three.  On 
level three, go east, north, then take the west path.  Follow 
this path and you will come to a fork.  Head south.  Follow 
this path south until you get to a room with a ladder going up, 
and a ladder going down.  Take the ladder down.  On level 
four, go north and take the second passage west.  Now take 
the passage south until you reach a fork.  Head east.  Take the 
first passage south and follow the west passage.  This will 
lead you into a room with a building.  You need to find 
Captain John and talk to him.  Talk with him and ask him 
any questions highlighted in red.  He will eventually ask you 
if you want to learn the language.  He will give you a scroll 
for the language.  Once you acquire this scroll, read it.  Take 
the stairs down.  The stairs are located west, then north of 
Captain John's house.

Realm of the Gargoyles - The first Gargoyle you will meet 
is Beh Lem.  Talk to him and he will join your party.  He will 
want you to talk to his father, Valkadesh.  Find him by 
following the mountains north, then head east.  Follow the 
coast line to the south and you will eventually come to his 
house.  Talk to him.  Ask him about any topics which appear 
in red text.  He will eventually tell you that you will need to 
surrender to Lord Draxinusom.  Find Draxinusom and tell 
him 'surrender' then 'sacrifice' as Valkadesh told you earlier.  
He will give you an amulet.  Now visit Naxatilor the Seer.  
Talk to him and ask him any questions in red text.  He will 
tell you to talk to the healer about the codex.  Travel north 
and talk to him.  He will heal your party at no charge.  Ask 
him about the 'codex'.  Now talk to Naxatilor the Seer and ask 
him about the 'vortex'.  He will tell you to look in the Hall of 
Knowledge.  Go to the Hall of Knowledge and read the Book 
of Rituals.  Look for the broken Vortex Lens in the South 
Hall.  Get it and take it to the lens maker.  He will repair it.  
Take the Lens back to Naxatilor and he will tell you to get 
another lens crafted by humans.  You need to go to 
Moonglow.  Talk to Ephemerides in Moonglow.  You can 
find his shop just east of the Lycaeum.  Ask him about the 
'lens' and he will make one for you if you have a glass sword.  
There is no additional charge for the lens.  Return to the 
Realm of the Gargoyles and talk to Captain Bolesh at the 
healers.  Ask him any questions which appear in red text.  He 
will talk about the cube.  Talk to the caretaker at the Hall of 
Knowledge.  Ask him about the 'cube'.  Now launch your 
balloon to the north to get to the Temple of Singularity.  
Make sure you are setting a south wind.  Fly over and land on 
the other side.  Dispel the fields and enter the Temple.  Talk 
to the triangular alter.  Ask about the 'codex'.  You are 
seeking this for 'both' races.  Ask about each of the alters for 
each catacomb.  

Catacombs - Passion.  The catacomb of passion is on the 
East Coast.  Go into the catacombs and talk to the Statue of 
Minox and learn the mantra 'or'.  

Control -  The catacomb of control is on the West Coast.  Go 
into the catacombs. Use the switch on the wall to the 
northwest.  Use the switches and levers as follows:

xx   XX
x        X
x        X 
x        X
XxxXX

Lower case x's are the levers you need to use.  Don't touch the 
large X's.  Head north and talk to the Statue.  After you learn 
the mantra 'un', head to the next catacomb.

Dilligence - This is located to the south.  Once in, head south 
through two doors.  Now go west.  Look at the wall in the 
south.  It will open up a door and reveal a ladder.  Follow the 
passage to the northwest to learn the next mantra 'us'.  Once 
you have learned all the mantras, head back to the Temple.  
Chant the mantra 'UMORUS' and the alter will grant you the 
quest.  

Final Quest - Find the Stonegate.  Located south of Minoc.  
Find Papa Cyclops and talk to him. You will need to get his 
fishing pole and fish in the ocean.  Catch a fish and return it 
to Papa Cyclops.  He will give you a key which will allow to 
get the Vortex cube.  Enter the keep and look to the south and 
you will find a secret door.  Go down this ladder.  Use all the 
levers in this room and return up again.  Go down another 
ladder besides the one you just came up.  Find another ladder 
down here which will lead you down.  Go the far 
southwestern room and use the ladder there to go down.  
Travel east, then north and use the ladder.  Go to the east 
door and cast 'Magic Unlock' on it.  Open the door and travel 
east and immediately look at the north wall.  Go through the 
secret door and use that switch.  Go to the south and then 
west.  Go north and there will be another secret door.  Cast 
'Dispel Field' on the poison field.  The next door will be 
opened with the key that Papa Cyclops gave you.  Inside you 
will see the Vortex Cube.  Get it and leave.

Go to the Shrine of Codex by boat, skiff, or balloon.  This is 
located just north of the Shrine of Humility.  You should be 
able to pass through the statues and find the Shrine itself.  
Read the book and find out the steps to send the codex.  Drop 
the Cube in front of the codex.  Place the Britannia lens to the 
left of the shrine, two tiles away.  Do the opposite for the 
Gargoyle Lens.  Drop all the moonstones into the Cube.  Now 
use the Cube.

Congratulations.  You've won.

