Ultima IV: Quest of the Avatar/The Shrines of Virtue

The eight companions

 * '' See also: Text transcript by subject #Companions

The number of characters that can join the party is equal to the Stranger's experience level. At game start, only one or two companions can join; every time the Stranger rises by one level, the party size will increase by one slot.

Shrine of Compassion



 * '' See also: Text transcript by subject #Shrine of Compassion


 * Castle Britannia

As the gate guards tell you, climb the stairs and speak with Lord British on the upper floor. Also, talk to Hawkwind the Seer on the ground floor: the purple magic fields in his room are just harmless sleep fields (omitted in the NES port).

On the ground floor, know that there are secret passages in the east wing. In the healer's room, Seesha tells you about Zircon in Minoc (in the NES port, she can be identified with a person in Minoc).


 * Town of Britain

After you reached Castle Britannia and spoke to everybody in there, step out and visit the nearby city of Britain.

Important: visit the shrine before recruiting Iolo. In fact, the shrine requires to cross poisonous swamps. If you wait before recruiting Iolo, you can save some "Cure Poison" spells.

Iolo the Bard is the first character who can join the Stranger (see also: Ultima 7). He has top dexterity, and therefore hit rate; furthermore, he starts equipped with a sling, that is a ranged weapon. For the rest, he has average strength and average magic points.

Purchase a close-combat weapon (a staff) for Iolo and a sling for the Stranger. Equip both with the sling; you can swap weapons during battle (in the NES port, the two can be equipped at the same time).

Two characters, Sebastian at the healer and Thevel in the pub, speak about two threads that require a ship: later!

Talk to five characters in order to learn all you need about the shrine of compassion: Sprite and Pepper for the rune; a child and Cricket the bard for the mantra; Shapero for the location of the shrine.


 * Shrine of Compassion

Follow Shapero's directions and travel to the east. Before crossing the swamp, mix garlic and ginseng three times and prepare three "Cure Poison" spells.

Retrun to Britain and let Iolo join you.

Shrine of Sacrifice

 * '' See also: Text transcript by subject #Shrine of Sacrifice

After talking with all the inhabitants of Britain and Castle Britannia, the Stranger learned about three quests. Only one is on the mainland and can be followed right now: let us learn about the Mystic Arms in Minoc. Incidentally, the Shrine of Sacrifice is the only one on mainland that can be accessed without needing Cure Poison spells. (In the NES port, the character who relays to Zircon is met in Minoc.)

Minoc is quite far away to the east, but the Stranger and Iolo together can make it. In order to reach Minoc, travel east until the swamp near the Shrine of Compassion; take a long loop north around Lock Lake and reach the mountain pass; continue north-east until you reach the Bloody Plains, then all the way north, and eventually west in a small valley.


 * Town of Minoc

In Minoc, Julia the Tinker can join the companions. She is a character oriented towards melee combat, therefore if the party already includes a fighter or a paladin, Julia can wait in Minoc for later (in fact, it is highly recommended to recruit Jaana or Mariah early, because only they can cast the "resurrect" spell, vital in Hythloth, the first dungeon).

Talk to all the inhabitants of Minoc and learn about the Rune, the Mantra and the Shrine of Sacrifice.

Talk to Zircon, and he will relay the companions to the next characters who know about the Mystic Arms: Sir Simon and Lady Tessa. In the NES port, talk to the injured man (Sebastian) and to Zircon and learn about the dragon scale, an item unique to the NES port.


 * Shrine of Self-Sacrifice

Leave Minoc with the rune and the mantra. Travel east across the river and across the mountain pass. Meditate at the Shrine, then travel south.


 * Village of Vesper

South of the Shrine of Sacrifice is the village of Vesper. The main feature right now is its inn, that is the cheapest in Britannia: 1 Gold Piece per night.

In the NES port the companions can meet a woman (Lady Tessa from Paws) who gives further information about the dragon scale. A fighter (Presto from Skara Brae) talks about the nightshade fungus, and relays the party to the pub in Trinsic. A black mage to the south (Flatbush) teaches the recipe for the "Kill/Destroy" spell.

Shrine of Honor



 * '' See also: Text transcript by subject #Shrine of Honor

After visiting the east, let us go back to Britain. The next destination is to the south: continue the Mystic arms quest, and restock "Cure Poison" spells. Travel south following the east coast.


 * Village of Paws

The chief guard of the village, Wilmoore, informs the companions about the location of Buccaneer's Den: this will be important later, when you will get a ship.

Purchase horses for all the party, at the cost of 200 GP. They allow to go faster on any terrain and outrun unwanted enemies.

In the armoury, the party can meet Sir Simon and Lady Tessa, but they reveal their information only to an eight-parts Avatar of Virtue. Check the wall carefully: a secret passage leads to an apothecary shop. There, buy a dozen of garlic and of ginseng, that are the cheapest in Britannia, and mix a dozen Cure Poison spells. In order to improve your Virtues, pay some extra money to the shopkeeper.

Outside, along the north wall, Jingles speaks about his master Mentorian and the Gate Travel spell.

In the NES port, the stablemaster says that all his horses died (the money saved for food and horses is compensated by the expensive magic key!). A single fighter in the pub (Sir Simon; Lady Tessa is in Vesper) gives all the information about the Mystic arms. A man in the southern shop (Jingles) reveals the recipe for the "Reflect" spell, an enchantment unique to the NES port.


 * Town of Trinsic

Leave Paws and keep traveling south along the east coast. Eventually you will reach Trinsic.

Important: get the rune and visit the shrine before recruiting Dupre. In fact, both rune and shrine require to cross poisonous fields. If you wait before recruiting Dupre, you can save some "Cure Poison" spells.

Dupre the Paladin is in the pub. He is a fighter-type character with very low dexterity, but good bow skills. Think of him as a tinker with lower dexterity: if the tinker already joined the party, Dupre can wait (in fact, it is highly recommended to recruit Jaana or Mariah early, because only they can cast the "Resurrect" spell, vital in the first dungeon, Hythloth).

In the SMS port, it is important that you spoke to Sheila of Castle Britannia, in order to unlock the keywords for the mantra and rune thread. Talk to Kline, then Winthrop, then Terrin and learn about mantra and rune; talk to Dergin and learn about the Shrine location.

Swindrik speaks about mandrake roots, and relays the party to the pub in Paws. Sailor Sam talks about the sextant, and directs you to the pub in Jhelom.

In the NES port, you should talk to the child (Terrin) first, then to the old man (Winthrop), and still he will reveal the location of the Rune of Honor only if the Stranger is sufficiently experienced (hypotheses about the unlock mechanic: 1. experience, 2. virtue level, 3. steps). Also remember that Presto in Vesper directed you to the pub here. Offer a 100 GP tip, and the barkeep will reveal to speak with Virgil/Basil in Moonglow about the nightshade fungus.


 * Shrine of Honor

Follow Dergin's directions: east first, then south. Cross the poisonous swamp, meditate, cross the swamp again, and eventually cast "Cure" on the poisoned characters.

After you visited the shrine, you can go back to Trinsic and recruit Dupre, if you want.

Shrine of Justice

 * '' See also: Text transcript by subject #Shrine of Justice

Leave Trinsic and travel back north. Stop in Paws, offer a 100 GP tip to the barkeep, and ask about mandrake: he will reply to speak with Calumny of Yew.

Continue north to Castle Britannia. If you already recruited as many companions as your experience level, talk to Lord British and level up.

From the capital city, start by going west, follow the mountains north, pass to the other side, and continue north to the forest edge. The vegetation in the Great Forest is less dense along two paths (sort of Y-shaped, coming from the south): follow the eastern one, and at the end of it go straight north. The copmanions will soon reach Yew.


 * Town of Yew

Important: get the rune and visit the shrine before recruiting Jaana. In fact, both rune and shrine require to cross poisonous fields. If you wait before recruiting Jaana, you can save some "Cure Poison" spells.

Jaana the Druidess is in the north-west woods, near the chanting Silent and Flamis the fire. She is a mage/bard hybrid, with good bow skills and high magic points. In fact, she is one of the only two characters who will naturally gain enough MP to cast "Resurrect", at level 5 (Mariah the Mage at level 2). This will be important in the first dungeon, Hythloth.

fighter-type character with very low dexterity, but good bow skills. Think of him as a tinker with lower dexterity: if the tinker already joined the party, Dupre can wait (in fact, it is highly recommended to recruit Jaana or Mariah early, because only they can cast the "Resurrect" spell, vital in the first dungeon, Hythloth).

Druid-druid gives a piece of information about everything: the rune, the shrine, the mantra, and even the stone. For the rune, talk to Talfourd the judge, then to Vorpal the prisoner; for the mantra, talk to Pinrod and to Silent.

The barkeeper in Paws spoke about Calumny: he is near the east edge of town, beyond the moat. Ask him of the mandrake root. He reveals its location, in two poisonous swamps; for the moment, it is better to save on "Cure Poison" spells and to invest on keys and ranged weapons. Furthermore, Calumny teaches you a better mix for the "Quickness" spell (in the SMS port, he teaches the full recipe).

In the SMS port, Short Round (from the Indiana Jones movie) is replaced by Henry Jones, the fictional father of Indiana.

In the NES port, the food shop is replaced by an extra inn, good for saving the game. Furthermore, a hidden stairway behind the healer building leads to a room where a woman (the Kansas ranger) teaches the recipe for the "Squish" spell, exclusive to the NES port, but similar to the "Necorp/Rot" spell from Ultima 3.

Follow the directions by "Druid-druid": go east, then north. Cross the poisonous swamp, meditate, cross the swamp again, and eventually cast "Cure" on the poisoned characters.
 * Shrine of Justice

After you visited the shrine, go back to Yew and do recruit Jaana.

Second tour of the mainland shrines
In the NES port you need the expensive magic to unlock the cell and get the rune. If you followed this walkthrough, you should have almost enough money. You might want Jaana to join the companions before they move on. Travel from Yew to Vesper, visit the Shrine of Sacrifice again, and grind a few enemies, until you earn the 2000 GP required for the magic key.
 * Guild shop in Vesper

If you are playing a computer or SMS port, follow this walkthrough anyway: travel to the Shrine of Sacrifice and to Vesper, and purchase 90 or so keys from the guild.


 * Locked doors

With the new equipment, let us get some more information from behind the locked doors. The following path allows to cross all the mainland in the most efficient way:
 * 1) Vesper: none (1 locked door in the NES port); re-visit the Shrine of Sacrifice;
 * 2) Minoc: none;
 * 3) Yew: none (2 locked doors in the NES port); re-visit the Shrine of Justice;
 * 4) Castle Britannia: Zorin, Reaper, prisoners; level-up with Lord British (NES port: leave one companion at the hostel, if you are four already);
 * 5) Britain: none; re-visit the Shrine of Compassion;
 * 6) Paws: Francesca/Teresa, Smith the horse;
 * 7) Trinsic: 2 optional ones; purchase an extra bow; re-visit the Shrine of Honor (NES port: talk to Winthrop about the rune).

Talk to Lord British, and if the Stranger reaches level 4 (800 experience points), pirate ships will start appearing in the sea. If you lack the money to buy an extra bow in Trinsic (250 GP on computers and SMS, 680 GP on NES), purchase an extra sling in Britain instead.

At the end of this tour, you will end up in Trinsic. Incidentally, the next step requires to use the Trinsic moongate.

Island shrines
When the Stranger reaches level 4 (800 exp.), pirate ships start appearing on the sea.

Traveling by ship is far from convenient: if enemies drop any money, it sinks instantly into the sea. Furthermore, in the computer ports the wind slows down your travel, whereas in the NES port the cannonfire option was omitted.

In order to optimize time and gold, it is better to use the Moongates, instead of pirate ships, to visit the next two cities. Once there, a ship will be used just between the city and the shrine.

Shrine of Honesty

 * '' See also: Text transcript by subject #Shrine of Honesty


 * Moongate travel

Leave Trinsic, pass the river to the south and wait near its delta. The moongate appears when the left-hand moon is gibbous waning (i.e. after full moon). The moongate links to Moonglow at the time of the new moon, that is its second destination: the Companions will have the time to enter it even if they are a couple of steps away.


 * Town of Moonglow

In the south-east, Inoo tells the Stranger about his/her ultimate quest: enter the Great Stygian Abyss and reach the Codex of Ultimate Wisdom.

Mariah the Mage is in the north-west portion of town. She is absolutely the best magic user in the game, and one of the two who can easily cast "Resurrect". Her strength is minimal, but she can still use two ranged weapons: the weakest sling and the most powerful magic wand.

In order to access the shrine, Cromwell knows the mantra; Calabrini knows the shrine location; talk to Christen first, then to William and learn where is the rune (note: use the "search" command, not "get chest").

Cosima reveals that the "Sleep" spell recipe can be improved: use just one spider silk instead of two. In the SMS port, she reveals the full recipe. Shazom relays the party to the Lycaeum to learn the "Resurrect" spell.

In the NES port the food shop is replaced by "Spells Unlimited", a service where new spells can be added to the party's spellbook. On the mainland and here in Moonglow you could learn four recipes already.


 * Stronghold of the Lycaeum

The shrine of honesty can only be reached by ship, but in order to board a ship, you have to abandon the horses. Therefore, in order to use them a bit longer, let us visit the Lycaeum.

Said stronghold of truth is on the same island as Moonglow, to the north-west.

Ask Nigel what Shazom of Moonglow told you, and he will teach the recipe for the "Resurrect" spell. Palamar explains how to use the telescope in his room: it allows to see the maps of all 16 cities in Britannia; check if you visited all secret rooms.

In the NES port, Nigel starts the "resurrection" spell thread, instead of completing it, and he directs the companions to Empath Abbey. The druid's (Palamar) telescope shows your advancement in each virtue as eight bright stars in a constellation shaped after Britannia and its shrines. In the locked library, a mage (Lord Terence) reveals the recipe for the "Negate magic" spell, whereas a druid (Swindrik from Trinsic) starts the thread about the mandrake root, skipping any pub and relaying the party straight to Calumny of Yew.


 * Shrine of Honesty

Note that, if you leave the horses anywhere out of town they will wait for yor return, but if you leave them inside a town or castle, they will disappear.

The best spot where to wait for a pirate ship are along the west coast of Verity Isle; in fact, the south is full of shoals and the east coast is blocked by a reef.

Follow Calabrini's directions and sail straight north. Pass the small island with the dungeon, and land just north-west of it. Meditate at the shrine, return to Verity Isle, leave the ship and mount your horses (that you should have left out of town).

Moonglow moongate appears when the left-hand moon is new. In order to return to the mainland, wait for the right-hand moon to be crescent waxing (the gate's second destination), and the companions will travel to Britain.

Shrine of Valor



 * '' See also: Text transcript by subject #Shrine of Valor

In Jhelom you will need several "Dispel Field" spells (as well as some "Cure Poison" in the NES port. Before you go to Jhelom, go to the apothecary in Paws and/or Moonglow and purchase enough reagents for at least 10 "Dispel": garlic, ash, and black pearls. (The moongate near Moonglow links straight to the island of Jhelom.)

You will also need a few "magic" keys (lockpicks) from the thieves guild shop in Vesper.


 * Moongate travel

Travel to the moongate north-west from Yew; it appears when the left-hand moon is gibbous waxing. Enter the moongate when the right-hand moon is waxing half-moon (the gate's second destination).


 * Town of Jhelom

Geoffrey the Fighter can be met in a locked room. He has low dexterity, a poor choice of ranged weapons, and no magic points. He is one of the two underpowered characters; since Katrina the shepherd is even less powerful than him, she should be recruited first, in order to compensate.

Talk to Sir Hrothgar and then Aesop for the mantra and the shrine location. The rune is more complicated. First, [J]immy the lock of a door in the inn; inside, Lord Robert directs you to Nostro. Max the housekeeper hints at the fact that there is a secret passage in the room; look well, find it and reach the passages that run around Jhelom. Cast the "Dispel field" spell to advance, and you will eventually meet Nostro, who reveals the location of the rune: in one of the four corners/towers.

Sill in the passages, Senora repeats the information already learned in Trinsic: ask the barkeeper about the sextant. Leave a 99G tip (100G in the NES port), and Celestial will explain where and how to buy a sextant.

In the weapon shop you can buy crossbows, the 3rd ranged weapon (stronger than slings and bows).

In the NES port, the only ranged weapon sold there are bows, instead. The restricted passages run in the basement floor, and energy fields can be crossed: resting at an inn is probably less expensive than the cost of the reagents for "Dispel". Also note a secret shortcut that runs under the city gates.

Wait outside of town until a pirate ship comes to receive a beating. Cross the strait, meditate, go back to the main Valarian island.
 * Shrine of Valor

The Moongate of Jhelom links to other islands only; it appears when the left-hand moon is waxing half. Both remaining destinations can be reached directly from here, but let us go back to Britain Castle and talk to Lord British and Hawkwind. Step in the Jhelom moongate at its third phase (right-hand moon: new moon), and emerge near Moonglow. The moongate there appears when the right-hand moon is new moon, its second phase (right-hand moon: waxing crescent) links to Britain.

Multi-city shrine quests
Following the outline at the top, there are some reasons to recruit Katrina the Shepherd early, and some reasons to recruit Shamino the Ranger as the last one.

Shrine of Humility

 * '' See also: Text transcript by subject #Shrine of Humility

Before traveling to Magincia ruins, make sure you have a stock of "cure poison" spells. The best prices for ginseng and garlic are in Paws. In the NES port, also depart from Castle Britannia with a party of three: leave any fourth character to the castle hostel.


 * Moongate travel

The moongate south of Trinsic links to Magincia ruins as soon as it appears (left: gibbous waning moon, right: waning crescent).


 * Magincia ruins

In the ruins of Magincia, as usual, gather the companion after thoroughly exploring the place. In fact, there are plenty of poison marshes, and you could save a "Cure Poison" spell.

Katrina the Shepherd is the less powerful of all characters: low attributes, minimal choice of equipment, no magic points.

Talk to these three ghosts: Casperin, then Heywood, then Faultless. You will learn the mantra of pride.

Talk to the ghost Ruskin and/or the skeleton Splot, then to Nate the Snake: you will learn that the rune of humility is far from the "ruins of pride". Nate directs you to a man in Paws.

Talk to these three skeletons: Banter, then Weirdrum and Demitry. You will learn about the location of the shrine of humility, but also that you need a Silver Horn. Demitry directs you to the "queen of love", i.e. to Empath Abbey.

In the NES port, none of the dwellers give any hint about the rune or the shrine. On the other hand, a skeleton (Faultless) authorizes the companions to get the chests found in town; it is important to talk to it before opening the chests, or you will lose Virtue Points. The chests contain two items unique for the Shepherd: the robe, that is a great armor, second only to the Mystic/Exotic Armour; and the sheep flute, that allows to cast "Sleep" without using any reagent or MP.




 * Rune, mantra, silver horn

Enter the Magincia moongate as soon as it appears (left-hand moon: waning crescent, right-hand moon: gibbous waning), and the party will travel to Trinsic.

Ride north to Paws. Ask Barren Senior about the rune and confirm by asking Wheatpin, in the south-east of town. Collect the rune following their directions (in the NES port, the ranger Barren talks about a different rune, and the shepherd Wheatpin is in Vesper: move on!).

Travel to Vesper to learn about the mantra: Gem explains how to obtain it from the mantra of pride that you learned in Magincia ruins. Furthermore, Joseph and Simple confirm the location of the shrine of Humility.

In the NES port, the only characters who know everything you need about the shrine of humility are three shepherds in Vesper. One of them (Simple) knows the location of the shrine; a second one in a secret room (Servile) starts the thread about the silver horn; a third one (Wheatpin from Paws) reveals the location of the rune: it is in Paws.

The next stop is Empath Abbey, to the west. Ask Suzanna about the silver horn, and she will direct you to Malchor. The man explains that the horn is found on an islet near the coast south of Skara Brae (in the NES port, Suzanna/Marina talks about a different thread, and Malchor is found elsewhere: see below).


 * Shrine of Humility

Leave Empath Abbey and travel by land to Spiritwood forest, near Skara Brae. Follow the coast south to a peninsula. Conquer a pirate ship and sail to the islets. Search them and get the Silver Horn. From there, sail straight west and you should reach the west cape of the Abyss Island, pass the cape and go south to the end of the gulf.

In the NES port, in order to follow the plot, you should get a ship just south of Paws (where you just got the rune) and sail east to Buccaneer's Den. A pirate (Malchor) knows its location: an island north from Magincia ruins (actually, slightly to the west). Then, from the southern tip of the Den, sail east to Magincia island, and once there turn north to the "vineyard islet", where you should search for the horn. Once you find it, sail east to Verity Isle and continue all the way south to the Abyss Island: the shrine of humility is located in the north gulf.

Whatever port of Ultima 4 you are playing, play the silver horn when you land on the dark island, meditate at the shrine, then sail back to mainland: the nearest direction is to the east.

Shrine of Spirituality

 * '' See also: Text transcript by subject #Shrine of Spirituality


 * Moongate travel

There are several convenient ways to reach Skara Brae. One is to get to the coast in front of the town island, south-west of Britain and north-west of Trinsic, and wait for a pirate ship to appear. It may be a long wait, but the land enemies will provide gold to compensate.

Another way is to travel to the moongate near Minoc. It will appear at the left-hand full moon, and it links to Skara Brae as its third phase (right-hand waning half-moon).


 * Town of Skara Brae

Shamino the Ranger can be met near the city gates. He is a well-balanced character, maybe even too balanced. Either play as the ranger, or leave Shamino as the last companion. His bow skills are similar to those of Iolo.

When you enter Skara Brae, at first stay ouside the moat, go straight north and talk to Granted. She will direct you to Ambule and then Barren Junior, who knows the mantra of spirituality. Tell the mantra to the Ankh of Spirituality, and it will reveal the location of the rune and of the shrine.

In the SMS port, the Ankh omits the shrine location (because of a bug). The player has to get the idea of trying all moongates when the two moon phases are identical (Moonglow, Yew, Minoc, Magincia ruins). The only clue is Mike Ward, a ranger in Minoc who came from Skara Brae and talks about the rune and shrine of spirituality.

Vice versa, in the NES port, the Ankh omits the rune location (on purpose, this time). It is a ranger in Paws (Barren Senior) who knows its location, instead of the rune of humility, as he did in the computer ports. They are the only two characters related to the shrine of spirituality.

Near the ankh, the fighter White tests your humility and the mage Carlyle reveals an improved mix for the "Magic Missile" spell. In the herbs shop, Presto starts the thread for the nightshade fungus.

Still in the NES port, the beggar out of the town gates (Barren) knows an ingredient for the Tremor spell. A woman in blue in the south-east (Dickens) talks about her brother (Romasco/Ramsel), who can be met in Buccaneer's Den. An injured man at the healer (Sebastian from Britain) relates Mondain's Skull and the pub in Buccaneer's Den.




 * Rune and shrine of Spirituality

The moongate near Skara Brae connects to these towns, in order: Jhelom, Yew, Minoc. The best choice in order to avoid long backtracking is Yew. In the NES port you are also supposed to stop in Paws and learn a clue from the ranger (Barren Senior).

Get the rune in the castle, as you were told, and continue to Minoc moongate. Enter it when two moons are full, meditate, leave, and save.

Incidentally, Romasco of Skara Brae set the Stranger on the next part of the quest...

Practicing the Virtues

 * '' See also: Text transcript by subject #Virtues

For many of the following actions you must take 16 steps in the open world before you can earn credit again. For example, if you speak humbly to a man you earn credit for Humility; leave town, take 16 steps, then come back in town: you can then earn more credits by talking to the same man.

It is easy to lose progress on any of the virtues. However, gaining progress is much more difficult since you have to wait between attempts to get the full effect.

NOTES:
 * In the Apple II version, if you continue to answer proudly you can get partial avatarhood in Humility without the shrine.
 * In the Apple II version only, exact virtue score can be seen by pressing Ctrl+S.
 * Non-evil enemies are snakes, seahorses, bats, insects, rats, spiders, as well as all townsfolk.
 * In the NES port, townsfolk only are non-evil; out of towns, the distinction between evil and non-evil creatures was omitted.