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({{All Game Nav}} -> {{Header Nav}}, back -> prev, various fixes, Replaced: = How to get to the Isle of Fire = . =How to get to the Isle of Fire= (7) AWB)
(→‎Test of Truth: Added a rundown for the Test of Truth.)
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==Castle of Fire==
==Castle of Fire==
==Test of Truth==
==Test of Truth==
After arriving, exit through the fake wall to the south. The Avatar will now be in a room with a skeleton on top of an "X" made of stones. Do not step on the X for it is a trap.
Continue to the west and a metal wall will be visible. Do not pass through the wall; instead stand at the hood on the ground and walk northward to find a hidden path. Follow this path to the real locket.
If the Avatar desires the few treasures in the Test of Truth, the following can be found:
*A Ring of Regeneration just past the metal wall. Caution should be exercised as all the items in the room are trapped.
*A Glass Sword near a teleportation pad. This is to the far north in The Keys of Truth which requires following a river and crossing a draw bridge to enter. Various monsters are locked in cells and the Avatar must obtain each key in success to unlock the way to the Glass Sword (or just use Telekinesis on a switch).
*Six (6) Burst Arrows and a Ring of Protection in a locked chest to the extreme north. Past the glass sword, take the teleportation pad to arrive in a new area. Be cautious of traps and watch for hidden teleportation spots. Keep following the path. Golems stand guard somewhat near the locked chest, but can be avoided completely.
==Test of Love==
==Test of Love==
==Test of Courage==
==Test of Courage==
==Forging the Black Sword==
==Forging the Black Sword==
==Finale==
==Finale==

Revision as of 00:55, 15 September 2009

The Isle of Fire subquest can only be accessed if you have the Forge of Virtue add-on disk. Most of the newer editions of the game (The Complete Ultima VII, Ultima Collection, etc.) include the addon.

How to get to the Isle of Fire

At the time when you start the game, there will be tremors. Iolo comments that maybe Lord British knows what's the reason behind them.

When you talk to Lord British, it turns out he does know the reason: Isle of Fire has recently risen from the depths of the sea. He gives you deed to his ship, the Golden Ankh, as well as a magic crystal.

The Golden Ankh is anchored on the Vesper pier. Be sure to check the ship's hold, it also has a lot of helpful stuff.

Once you sail south from Vesper, you see more of the unstable islands - obviously, they're not on the map, but they're under the band of text. Circle the biggest island to south side, and sail north through one of the narrow gaps. You end up in a cove where you can drop the anchor. Once beached, head north to the Castle of Fire.

Castle of Fire

Test of Truth

After arriving, exit through the fake wall to the south. The Avatar will now be in a room with a skeleton on top of an "X" made of stones. Do not step on the X for it is a trap.

Continue to the west and a metal wall will be visible. Do not pass through the wall; instead stand at the hood on the ground and walk northward to find a hidden path. Follow this path to the real locket.

If the Avatar desires the few treasures in the Test of Truth, the following can be found:

  • A Ring of Regeneration just past the metal wall. Caution should be exercised as all the items in the room are trapped.
  • A Glass Sword near a teleportation pad. This is to the far north in The Keys of Truth which requires following a river and crossing a draw bridge to enter. Various monsters are locked in cells and the Avatar must obtain each key in success to unlock the way to the Glass Sword (or just use Telekinesis on a switch).
  • Six (6) Burst Arrows and a Ring of Protection in a locked chest to the extreme north. Past the glass sword, take the teleportation pad to arrive in a new area. Be cautious of traps and watch for hidden teleportation spots. Keep following the path. Golems stand guard somewhat near the locked chest, but can be avoided completely.

Test of Love

Test of Courage

Forging the Black Sword

Finale