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== Spell recipes ==
== Spell recipes ==
{{sect-stub}}
=== Original spell quests ===
=== Original spell quests ===
;Undead
:'' See also: [[Ultima IV: Quest of the Avatar (NES)/Side quests#Original spell quests]]''
This spell requires garlic and sulphurous ash.
==== Undead ====
This spell is left as a riddle for the player. In order to solve the riddle, the player should read carefully the manual.
{|{{prettytable}}
|+ From the manual
|-
! About undead enemies and the Repel Undead spell
|-
| <small>These once-dead beings take many forms, the most common being the animated skeletons of orcs and goblins, or the ghoulish forms of flesh-eating corpses that have been summoned from the land of shades to wreak havoc on the living. These apparitions are <u>cowed by the light of righteousness</u> and fight as warriors in a trance.


{|{{prettytable|notwide=1}}
You must use your knowledge of the properties of magical reagents to determine which '''two''' will lend force to your enchantment of Undead turning.</small>
|+ Gate travel
|-
|-
|width="50%"| '''Jingles''', a young mage (in Paws)
! About the reagents
* JOB? I seek the wisdom of magic.
* MAGIC? My master knows the gate travel spell!
* MASTER? My master is Mentorian. Dost thou know him?
** NO? He lives in a hidden village in Lock Lake reachable only by ship, ask of the gate spell!
|{{n/a}}
|-
|-
| '''Mentorian''', a tall wizard (in Cove)
|<small>
* JOB? I study the magical arts.
* '''Garlic''' is used in all spells of the warding variety, be they the warding off of common and magical sickness or <u>the repelling of beings once dead</u>.
* ARTS? There is truth in magic! Dost thou disagree?
* '''Sulfuroush ash''' is useful in the casting of Energy Fields and Magic Missiles, as well as in spells requiring <u>a quick burst of light or a sustained glow</u>.
** NO? Good.
* Praise the wizard who realized the mystic secret of '''spider silk''', for it is to him or her that we owe the knowledge of binding and restraining spells.
* GATE? Since thou dost bear the ankh, I shall tell thee. A gate spell requires ash, pearl, and mandrake root!
* '''Ginseng''' is most useful for spells of a healing or narcotic nature, such as Cure or Sleep enchantments.
| '''A bearded mage''' (in Cove):
* '''Blood moss''' is used in the spells of movement, from the simplest levitation to making the very earth tremble.
* Ah, seeker, we meet at last. I am Mentarion, master of the Gates! Know now that sulfur ash, black pearl, and manroot are necessary for the Gate spell.
* '''Black pearls''' are vital in the casting of spells that are hurled from the mage's person and must travel to a final destination.
* '''Mandrake root''' is the most powerful known substance in the weaving of magical spells.
* The chief magical properties of '''nightshade fungus''' are connected with the use of poison and the creation of illusions so real that they can lay the mightiest warrior to the ground.</small>
|}
|}


Therefore, in order to make an Undead spell, garlic and sulphurous ash sould be mixed.


{|{{prettytable|notwide=1}}
==== Resurrect ====
|+ Resurrect
'''Shazom''' of Moonglow speaks about the Resurrect spell, and says to ask his master '''Nigel''', who lives in the Lycaeum. The recipe requires all reagents except for the poisonous nightshade fungus and the "bullet" black pearl.
|-
|width="50%"|''' Shazom''', a dying young wizard (in Moonglow)
* JOB? I am apprentice to the great wizard Nigel!
* HEALTH? I will soon die.
* DIE? Pass on.
* NIGEL? I will soon need to use the spell he calls 'recall'. Hast thou met Nigel?
** NO? He lives at the Lycaeum.
** YES? Seek him out for he will teach thee.
|{{n/a}}
|-
|''' Nigel''', a noble wizard (in the Lycaeum)
* JOB? I teach magical spells.
* SPELL? I have a specialty! Dost thou know what it is?
** YES? What do I call the spell?
** RECALL? Yes, resurrection! It takes ash, ginseng, garlic, silk, blood moss, and mandrake!
| '''A bearded mage''' (in the Lycaeum):
* I am Nigel, master of all wizards! My magic is strong enough to raise the dead! Life, thou knowest, is given only unto the highest of wizards, and it requires garlic, moss, fungus, and... hmph, well... and... and Marina of Empath Abbey will tell thee its final ingredient! I am quite busy right now, no time for chitchat!
|-
|{{n/a}}
| '''A beardless mage''' (in Empath Abbey):
* Hello! I am Marina <u>Mandracha</u>, in the service of Lady Marcy.
|}


==== Gate travel ====
'''Jingles''' of Paws speaks about the Gate spell, and says to ask his master '''Mentorian''', who lives in Cove. The recipe requires just three reagents, including the rare mandrake root.
{{col|2|begin}}
{{col|2|begin}}
=== Improved spell mixes ===
=== Improved spell mixes ===
* quickness
There are three spells whose recipe requires two portions of a reagent. Some characters scattered across Britannia will reveal that improved recipes exist.
* sleep
 
* magic missile
* '''Quickness:''' talk first to Flatbush of Vesper, then to Calumny of Yew.
* '''Sleep:''' talk either to Cosima of Moonglow or to Seanna of Buccaneer's Den.
* '''Magic Missile:''' talk either to Carlyle of Skara Brae or to Starlight of Buccaneer's Den.
{{col|2}}
{{col|2}}
=== Master System spell quests ===
=== Master System spell quests ===
* quickness
:'' See also [[Ultima IV: Quest of the Avatar (NES)/Side quests#NES exclusive spell quests]]
* sleep
In the [[SMS]] port, it is impossible to use two reagents in the same recipe, therefore the sub-quest was slightly changed. The manual omits completely three recipes, that can be learned only by talking with some characters.
* iceball
 
* '''Quickness:''' talk first to Flatbush of Vesper, then to Calumny of Yew.
* '''Sleep:''' talk either to Cosima of Moonglow or to Seanna of Buccaneer's Den.
* <u>'''Iceball'''</u> (instead of Magic Missile): talk either to Carlyle of Skara Brae or to Starlight of Buccaneer's Den.
{{col|2|end}}
{{col|2|end}}
=== NES spell quests ===
:'' See also [[Ultima IV: Quest of the Avatar (NES)/Side quests#NES exclusive spell quests]]
In the NES remake, there are more spells to be found: sleep, reflect, negate, destroy, jinx, squish, tremor and defeat.


== Mondain's skull==
== Mondain's skull==
:'' See also [[Ultima IV: Quest of the Avatar (NES)/Side quests#Mondain's skull]]
:'' See also [[Ultima IV: Quest of the Avatar (NES)/Side quests#Mondain's skull]]
There are two parallel threads about Mondain's Skull, one about its location, and the other one about its effects.
The two threads start near each other, in Britain and in Castle Britannia. Both the injured man '''Sebastian''' in town and the imprisoned '''Reaper''' in the stronghold direct the Stranger to Buccaneer's Den for more information. Indeed, two characters in the outlaws outpost talk about Mondain's Skull: '''Ragnar''' (from the reaper) explains what happens if the Skull is used, while the barkeeper (from Sebastian) redirects the Companions to the poor '''Jude'''. This last character can be met in Minoc in the Poor House, and he reveals the exact coordinates of the skull. Furthermore, '''Servile''' in a secret room in Vesper gives more details about the effects of the Skull.
The shortest sea route to reach the location starts near the full moon moongate (Minoc & Shrine of Spirituality). Sail north to the island of Serpent's Hold, then continue east until you reach three volcanoes with a gulf between them: that is the spot. Use the sextant to '''[L]'''ocate the exact coordinates.
This side quest is absolutely optional, because the player is supposed to resist the temptation of using Mondain's Skull.
== Mystic arms ==
:'' See also [[Ultima IV: Quest of the Avatar (NES)/Side quests#Mystic arms]]
Believe it or not, the ''Quest of the Avatar'' can be completed without these special equipment parts (unlike in ''[[Ultima 3]]''). Sure indeed, a great armor is useful. On the other hand, the Mystic Sword is just a melee weapon; anyway, it can be equipped to any  Companion at level 8, because he/she needs no more experience.
'''Seesha''' in Castle Britannia and '''Scatu''' in the Lycaeum start the thread by directing the party to '''Zircon''' in Minoc. There, the smith relays them to '''Sir Simon''' and '''Lady Tessa''', who live in Paws. It is necessary to be an Eight-Parts Avatar in order to learn the location of the Mystics.
Eventually, search the grass in the middle of the oak grove in Empath Abbey for the Mystic Armors, then search in the center of the training room in Serpent's Hold for the Mystic Swords (remember: the shortest sea route from the mainland starts from the Minoc moongate).
Both Mystics come in a set of eight. The Stranger and the Companions can equip the Mystics only if they are Eight Parts Avatars.
== Easy gold ==
:'' See also: [[Ultima IV: Quest of the Avatar (NES)/Side quests#Easy gold]]''
If, at this point of the game, you still need thousands of Gold Coins to purchase the best long-range weapons, you might decide to stop before exploring the dungeons. In fact, most of the gold collected in dungeons will have to be used for resting/healing and to restock on magic reagents.
Similar to ''[[Ultima 3]]'', the top floor of one dungeon holds a significant amount of chests, that get replenished whenever the party leaves and comes back. Explore the Serpent Spine mountains north from Britain, and locate the entrance of Dungeon Despise on the north side. There are two rooms on the top floor, and they hold a total of nine chests (including the remains of Mimics). They will grant an average of 450 G per visit.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
|width="50%"| '''Sebastian''', an injured person (Britain)
! Companion !! Long-range weapon
* JOB? I know a terrible secret!
* SECRET? Mondain's influence has not left the world!
* MONDAIN? An artifact remains! I heard at Buccaneer's Den! Wilt thou find and destroy it?
** YES? Then ask at the pub there of the skull!
| '''An injured person''' (in Minoc):
* Ungh... Oooh... Ohhh... Oww... The pirates' pub... Mondain... Ohhh...
|-
| '''A reaper''' (Castle Britannia, beyond locked door)
* JOB? I kill adventurers!
* KILL? There is a thing which can kill many!
* THING? Knowledge of it is found at Buccaneer's Den! Will you seek this thing?
** YES? It brings great power!
| '''Reaper''' (Castle Britannia, beyond locked door):
* Heh, heh! When the skull of Mondain is used in towne, it feels good! Dost thou also enjoy the destruction of pitiful innocents?
** No? "Thou art a wimp!" ''(Humility +5)''
** Yes? "Heh, heh! Another friend of evil!" ''(Humility -5)''
|-
|-
| '''Servile''', a meek shepherd (Vesper)
| Mage    || 5000: Magic wand
* JOB? I can help thee!
* HELP? I know of the skull of Mondain the Wizard!
* SKULL? To use it for any reason is a sign of great evil, and no virtue! Hast thou heard of it?
** YES/NO? It is an evil artifact!
|{{n/a}}
|-
|-
| '''Ragnar''', a solemn ranger (Buccaneer's Den)
| Druid    || 5000: Magic wand
* JOB? I travel.
* TRAVEL? The lands of Britannia. Art thou here looking for information?
** YES? On what?
* SKULL? Be warned that if thou dost ever use the skull, except to destroy it, all thy virtues will be lost!
| '''A pirate''' (in Buccaneer's Den):  
* Mondain's skull, ye say? Ye do not want it! East of serpent's Hold, in the midsts of three volcanoes. Ye do not want it. Now go away!
|-
|-
| The Captain (Buccaneer's Den)
| Bard    || 5000: Magic wand
* 99GP TIP, SKULL? ...
| {{n/a}}
|-
|-
| '''Jude''', a ragged soul (Minoc)
| Paladin  || 1500: Magic axe
* JOB? To redeem myself!
* REDEEM? I will not speak of my sin!
* SKULL? I used it! If I help thee wilt thou swear to only use it at the mouth of the abyss to destroy it?
** YES? It can be found at lat-P'F" long-M'F" on the darkest night!
| '''A tinker''' (in Minoc):
* Ah, to wield the Skull of Mondain! To level a city, to slay all within! Such power I can scarcely hope to claim!
|}
 
== Mystic arms ==
:'' See also [[Ultima IV: Quest of the Avatar (NES)/Side quests#Mystic arms]]
{|{{prettytable|notwide=1}}
|-
|-
|width="50%"| '''Seesha''', an injured fighter (in Castle Britannia).
| Tinker  || 1500: Magic axe
* HEALTH? I have a grievous wound.
* WOUND? Deep.
* JOB? I fight for my country.
* COUNTRY? Britannia. Fight ye for Britannia?
** NO? Hmm.
** YES? Then seek out the smith named Zircon in Minoc for he made the mystic arms, only they will save thee in the abyss!
| '''An injured person''' (in Minoc):  
* I can neither walk nor work, kind friend. Please, a single coin...
** No? A good day to you, still.
** Yes? Ah, my thanks. Zircon awaits the bearer of the scale!
|-
|-
| '''Zircon''', a seasoned blacksmith (in Minoc).
| Ranger  || 2000: Magic bow
* JOB? I forge weapons.
* WEAPONS? I make the very best! Seek thee a weapon?
* NO? Hmmm.
* YES? Ask at the counter!
* MYSTIC? Ah, yes, the mystic weapons and armour, my greatest work! Those I gave unto Sir Simon and Lady Tessa.
| '''A tinker''' (in Minoc):  
* I am Zircon, a very busy smith! A very, very busy smith!
* ...
|-
|-
| '''Lady Tessa''', a wise lady (in Paws).
| Fighter  || 0600: Crossbow
* JOB? I am the keeper.
* KEEPER? I cannot say.
* MYSTIC? Mystics can be found by an eight parts avatar! Hast thou attained enlightenment in all eight virtues?
* YES? The mystic weapons lie in the training room of Serpent castle!
| '''A woman in pink''' (in Vesper):  
* I am told the scale of a legendary snake is in the mountain!
|-
|-
| '''Sir Simon''', a wise lord (in Paws).
| Shepherd || 0025: Sling
* JOB? I am the keeper.
* KEEPER? Of what I cannot say!
* MYSTIC? Mystics can be found by an eight parts avatar! Hast thou attained enlightenment in all eight virtues?
* YES? The mystic armour lies in the center of the oak grove!
| '''A fighter''' (in Paws):  
* Hail, strong warrior! Dost thou fight for Britannia?
** No? Then depart from my sight!
** Yes? The mightiest arms lie in the castles of Truth and Love.
|-
|-
| '''Scatu''', a tall mage wearing strange armour (in the Lycaeum).
! TOTAL    !! 20625 GP
* ARMOUR? I wear mystic armour. Art thou a partial avatar?
** NO? Alas.
** YES? When thou art eight parts avatar, seek Zircon in Minoc and ask of mystics!
* JOB? I advise.
* ADVISE? Thou would be well advised to visit the Seer often!
| '''A druid''' (in the Lycaeum):
* The Sword of Paradise lies atop the magical altar above. Only a master of the eight Virtues may claim it!
|}
|}




{{Footer Nav|game=Ultima IV: Quest of the Avatar|prevpage=The Strongholds of the Principles|nextpage=The Seven Dungeons}}
{{Footer Nav|game=Ultima IV: Quest of the Avatar|prevpage=The Strongholds of the Principles|nextpage=Dungeon Hythloth}}

Latest revision as of 21:01, 27 February 2018

All information to get the rare items is already in the game, if the Stranger talks with every character. Although the NES remake has shorter dialogues, most information is still found in the same towns and also at the same pubs.

Magic reagents[edit]

Nightshade fungus[edit]

Virgil reveals the coordinates of the nightshade fungus.
See also Ultima IV: Quest of the Avatar (NES)/Side quests#Nightshade fungus

The first clue about the nightshade fungus comes from Presto, a druid in the Skara Brae apothecary; he directs you to the pub in Vesper, then the companions are directed to Virgil, a mage in Trinsic.

All the thread can be followed by moongates: start in Skara Brae, take the moongate to Minoc and visit Vesper, then the Minoc moongate to Trinsic, and you are already rather close to the coordinates of the fungus.

Three spells only require Nightshade fungus:

  1. Jinx: useful against large numbers of enemies;
  2. View: useful, but it might be more convenient to buy magic gems instead;
  3. Kill: not useful, ranged weapons are more reliable.

Mandrake root[edit]

Calumny reveals the coordinates of the mandrake root.
See also Ultima IV: Quest of the Avatar (NES)/Side quests#Mandrake root

The trail for the mandrake root picks up in the same city where the previous one ended: Trinsic. Swindrik directs the Companions to the pub in Paws, where a tip of 99 GP reveals that Calumny of Yew holds the final information.

Calumny tells you the two locations of the spots where mandrake root grows: in the plains south of Minoc and in the "Fens of the Dead" (the swampy delta south of Paws), but the latter location is easier to identify. As the Nightshade fungus, Mandrake root can only be found "on the darkest of nights".

Purchase a good stock of ginseng and garlic in Paws, and mix a good number of "Cure" spells. Even better: purchase reagents for just 8 Cure spells, overpay the apothecary, and restock after every trip to the Blood Plains, so to improve Honesty and Justice.

Seven spells require Mandrake root:

  1. Jinx: useful against large numbers of enemies;
  2. Negate: useful against enemies that cast debuff spells (sleep) on the Companions;
  3. Resurrect: absolutely necessary, although hopefully used not often;
  4. Gate travel: use sparingly, because walking allows to fight and earn experience and gold;
  5. View: useful, but it's more convenient to buy magic gems instead;
  6. Tremor: not useful, ranged weapons are more reliable;
  7. Iceball: not useful, ranged weapons are more reliable.

Spell recipes[edit]

Original spell quests[edit]

See also: Ultima IV: Quest of the Avatar (NES)/Side quests#Original spell quests

Undead[edit]

This spell is left as a riddle for the player. In order to solve the riddle, the player should read carefully the manual.

From the manual
About undead enemies and the Repel Undead spell
These once-dead beings take many forms, the most common being the animated skeletons of orcs and goblins, or the ghoulish forms of flesh-eating corpses that have been summoned from the land of shades to wreak havoc on the living. These apparitions are cowed by the light of righteousness and fight as warriors in a trance.

You must use your knowledge of the properties of magical reagents to determine which two will lend force to your enchantment of Undead turning.

About the reagents
  • Garlic is used in all spells of the warding variety, be they the warding off of common and magical sickness or the repelling of beings once dead.
  • Sulfuroush ash is useful in the casting of Energy Fields and Magic Missiles, as well as in spells requiring a quick burst of light or a sustained glow.
  • Praise the wizard who realized the mystic secret of spider silk, for it is to him or her that we owe the knowledge of binding and restraining spells.
  • Ginseng is most useful for spells of a healing or narcotic nature, such as Cure or Sleep enchantments.
  • Blood moss is used in the spells of movement, from the simplest levitation to making the very earth tremble.
  • Black pearls are vital in the casting of spells that are hurled from the mage's person and must travel to a final destination.
  • Mandrake root is the most powerful known substance in the weaving of magical spells.
  • The chief magical properties of nightshade fungus are connected with the use of poison and the creation of illusions so real that they can lay the mightiest warrior to the ground.

Therefore, in order to make an Undead spell, garlic and sulphurous ash sould be mixed.

Resurrect[edit]

Shazom of Moonglow speaks about the Resurrect spell, and says to ask his master Nigel, who lives in the Lycaeum. The recipe requires all reagents except for the poisonous nightshade fungus and the "bullet" black pearl.

Gate travel[edit]

Jingles of Paws speaks about the Gate spell, and says to ask his master Mentorian, who lives in Cove. The recipe requires just three reagents, including the rare mandrake root.

Improved spell mixes[edit]

There are three spells whose recipe requires two portions of a reagent. Some characters scattered across Britannia will reveal that improved recipes exist.

  • Quickness: talk first to Flatbush of Vesper, then to Calumny of Yew.
  • Sleep: talk either to Cosima of Moonglow or to Seanna of Buccaneer's Den.
  • Magic Missile: talk either to Carlyle of Skara Brae or to Starlight of Buccaneer's Den.

Master System spell quests[edit]

See also Ultima IV: Quest of the Avatar (NES)/Side quests#NES exclusive spell quests

In the SMS port, it is impossible to use two reagents in the same recipe, therefore the sub-quest was slightly changed. The manual omits completely three recipes, that can be learned only by talking with some characters.

  • Quickness: talk first to Flatbush of Vesper, then to Calumny of Yew.
  • Sleep: talk either to Cosima of Moonglow or to Seanna of Buccaneer's Den.
  • Iceball (instead of Magic Missile): talk either to Carlyle of Skara Brae or to Starlight of Buccaneer's Den.

Mondain's skull[edit]

See also Ultima IV: Quest of the Avatar (NES)/Side quests#Mondain's skull

There are two parallel threads about Mondain's Skull, one about its location, and the other one about its effects.

The two threads start near each other, in Britain and in Castle Britannia. Both the injured man Sebastian in town and the imprisoned Reaper in the stronghold direct the Stranger to Buccaneer's Den for more information. Indeed, two characters in the outlaws outpost talk about Mondain's Skull: Ragnar (from the reaper) explains what happens if the Skull is used, while the barkeeper (from Sebastian) redirects the Companions to the poor Jude. This last character can be met in Minoc in the Poor House, and he reveals the exact coordinates of the skull. Furthermore, Servile in a secret room in Vesper gives more details about the effects of the Skull.

The shortest sea route to reach the location starts near the full moon moongate (Minoc & Shrine of Spirituality). Sail north to the island of Serpent's Hold, then continue east until you reach three volcanoes with a gulf between them: that is the spot. Use the sextant to [L]ocate the exact coordinates.

This side quest is absolutely optional, because the player is supposed to resist the temptation of using Mondain's Skull.

Mystic arms[edit]

See also Ultima IV: Quest of the Avatar (NES)/Side quests#Mystic arms

Believe it or not, the Quest of the Avatar can be completed without these special equipment parts (unlike in Ultima 3). Sure indeed, a great armor is useful. On the other hand, the Mystic Sword is just a melee weapon; anyway, it can be equipped to any Companion at level 8, because he/she needs no more experience.

Seesha in Castle Britannia and Scatu in the Lycaeum start the thread by directing the party to Zircon in Minoc. There, the smith relays them to Sir Simon and Lady Tessa, who live in Paws. It is necessary to be an Eight-Parts Avatar in order to learn the location of the Mystics.

Eventually, search the grass in the middle of the oak grove in Empath Abbey for the Mystic Armors, then search in the center of the training room in Serpent's Hold for the Mystic Swords (remember: the shortest sea route from the mainland starts from the Minoc moongate).

Both Mystics come in a set of eight. The Stranger and the Companions can equip the Mystics only if they are Eight Parts Avatars.

Easy gold[edit]

See also: Ultima IV: Quest of the Avatar (NES)/Side quests#Easy gold

If, at this point of the game, you still need thousands of Gold Coins to purchase the best long-range weapons, you might decide to stop before exploring the dungeons. In fact, most of the gold collected in dungeons will have to be used for resting/healing and to restock on magic reagents.

Similar to Ultima 3, the top floor of one dungeon holds a significant amount of chests, that get replenished whenever the party leaves and comes back. Explore the Serpent Spine mountains north from Britain, and locate the entrance of Dungeon Despise on the north side. There are two rooms on the top floor, and they hold a total of nine chests (including the remains of Mimics). They will grant an average of 450 G per visit.

Companion Long-range weapon
Mage 5000: Magic wand
Druid 5000: Magic wand
Bard 5000: Magic wand
Paladin 1500: Magic axe
Tinker 1500: Magic axe
Ranger 2000: Magic bow
Fighter 0600: Crossbow
Shepherd 0025: Sling
TOTAL 20625 GP