Ultima VII: Forge of Virtue/Walkthrough: Difference between revisions

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→‎Test of Courage: Added walkthrough. It should be accurate.
m (→‎Test of Love: Had to fix the note about treasure.)
(→‎Test of Courage: Added walkthrough. It should be accurate.)
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==Test of Courage==
==Test of Courage==
Before starting the final test, some preparation may be necessary. Completing the Tests of Love and Truth increases the Avatar's combat and magical abilities which will be useful during the Test of Courage. To fight Golems, the best melee fighters should be equipped with magical armor if available and heavy weaponry such as the Death Scythe. A collection of sleeping potions should be brought for dealing with dragons and other annoyances. Sufficient reagents and knowledge of the Mark and Recall spells are recommended. Marking the main hall of the Castle of Fire can save the party when backtracking.
After exiting the Moongate, the party will be behind a locked gate. When ready, pick the lock and head toward the main room. As the Avatar enters the main room, a mage with summon a Liche to attack the party. The Liche cannot be directly attacked due to invisible walls, but indirect spells such as Magic Storm work well. Also, it can be avoided by letting the party (but not the Avatar) charge into the room before the summoning, putting the mage to sleep, or simply attacking quickly and disrupting his incantation.
The main room also contains weaker monsters such as skeletons and headless which the party can dispatch easily. However, at the far right of the room is a locked gate with a pair of Golem guards. Try to avoid letting any members near them just yet. After all the weaklings are dispatched, search the mages' bodies for keys to the east gate (only one is needed as both have the same exact key). Search the bodies around the red Moongates for pieces of magic armor (gloves, leggings, gorget, and torso). Equip as necessary. The Moongates apparently go nowhere.
The Golem guards may be a tough battle, particularly if the party lacks magical armor and weapons. They are resistant to status effects like Sleep and Curse. It may be possible to sneak or run by them, quickly opening and closing the gate (be sure to lock it as Golems can open doors). Try to fight Golems one at a time to maximize damage and minimize risk. Cast Protect All and Mass Might if those are available. With increased mana from the Test of Truth, the Avatar should be able to throw out some good offensive spells as well.
Past the gate, the party will be in an area with spiders and scorpions. The path west is blocked by a double wall. There are two levers in the northeast arachnid dens. Pull them to open the way forward.
Be prepared to fight dragons as 1-3 of them inhabit this area. Deal with them using blue potions or Sleep. Enter the room with the crystal ball and look at it (doing this before fighting the dragons may cause two of them to disappear). It should show a key with a Glass Sword below it. Go to the corpse in the dragons' lair and collect the magic shield. Lockpick the chest and take the Glass Sword. Place the sword in the area directly below the crystal ball. A key appears. Take it, it opens the northern door.
Continue north into the side hallway and take the magical helmet, but don't equip it. Go south down the hallway and defeat the Golem. Continue right, lower the metal walls and defeat another Golem. Directly right of these double-metal-walls is a dragon bone that gives free ammunition to muskets, but the main route runs south through some slimes.
Enter the hallway with the broken columns, swap the regular helmet with the magic helmet. Then, go all the way back to the first pedestal and place the normal helmet there. The northern walls should open and allow the party to enter. To collect the magic helmet, Mark a Virtue Stone somewhere within the metal gates. But don't collect it unless the party can Recall to the main hall of the Castle of Fire.
Immediately upon entering the northern area, a charred body with a magic axe on it can be found. Continue into the pillars and search the bodies for a Glass Sword and a Triple Crossbow and some bolts. Don't quite enter the room because that initiates a conversation.
This dragon, Dracothraxus, is just as susceptible to sleep potions as normal ones. Hit her with one and then attack. After the battle, the dragon retires to recharge her power and the party must return to the main hall of the Castle of Fire.
The party can collect the magical helmet, but be sure to have the northern area behind the metal walls marked in order to return later.
==Forging the Black Sword==
==Forging the Black Sword==
==Finale==
==Finale==
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