Close the Other Codex

The Table of Contents 

Of Questions Often Asked - Ultima FAQs

Quester's Notes through the Ages - The Ultima Pages
To Ultima IX: Ascension
U9 Usenet Posting Guide
Strange Sorceries
Spells Sorted by Area
Spell Locations Sorted by Circle
Weapons and Armour Statistics
To The Atlas of Britannia
Items and Locations
The Solution of Ascension - as far as it's got...
Cheaters Never Prosper
Of Other Resources: The Ascension Links

Runes And Spells - Downloads

Through the Void - Main Links Page

The UDICtionary

Of Paulon Dragon - Biography?

New From the Scribe - What's New? 

 

 

Ultima IX: Ascension

In the Beginning

The World of Earth

"Avatar, arise from your slumber! The Guardian has invaded Britannia and Lord British has summoned you for your final adventure!" A man's voice, speaking from nowhere, awakens you from a nightmare of a great column of evil arising from the ground. Only vaguely familiar as the voice is, you instinctively know the Truth: that the speaker can indeed be trusted.

<Somehow anyway. I suppose that the mention of Lord British might have something to do with it. The tutorial comments that the Voice gives you are ignored in this solution. If you haven't bothered to listen to them before, you should do so now. Otherwise you might be in trouble later on. It's nice knowing how to jump for example.

One of the things that gets me a little irritated here is that the Avatar is in bed at home. After defeating the Titans of Pagan, encouraged by the taunts of the Guardian, describing the unpleasant things he's doing to Britannia in the Avatar's absence, the Avatar chooses to go straight back home to Earth where it's nice and safe. Of course at the end of Pagan the Avatar appeared in Britannia, but such details clearly don't matter to the high and mighty pen of Richard Garriott.>

Getting up from the bed at his behest, you turn on the lights and after opening your bedroom door head for the bathroom. Grabbing some clothes from the laundry basket and throwing them on, you head for the stairs, pausing only to grab your toolbelt from the table on the landing.

Downstairs you dash into the kitchen and grab your first aid kit. Being hungry you also use the bread maker to bake a quick snack.

<Opening the fridge a time or ten has some interesting effects. And the product of the breadmaker after 'accidentally' dropping the rat poison into it can have funny results later on... Don't forget to look at the stove door.>

Back in your work room you get your backpack from on the book case.

In the chest next to it you find a map of the area around your house. On it you see marked some sort of structure in the park, just possibly something with wheels. You also pick up the key on the desk next to your computer.

Feeling the need to continue, you head on into the lounge. You grab your Journal from the coffee table and your compass from the mantelpiece. Finally you feel ready to head outside your house.

<Maybe I'm feeling a little niggly here, but maybe some people wanted to try to finish the game without parts of their equipment? It might be fun to try the game without a compass for example. But no, you're not allowed to leave without buttoning up nice and warm and picking up all your stuff. Unfortunately this 'leading by the nose' style is pretty typical throughout your quest.>

Outside, you spot your sword, left out in the open air to rust. Grabbing the thing, you then head over to get your bow and arrows, similarly abandoned to the elements.

<I have to admit that maybe swords which you can stick into a stone without damaging might just be rust proof as well.>

Now fully equipped, you head over to the gate, which you open using the key from your desk.

In the park, you head off east, down the garden path. A turn to the south leads you past a path blocked by a log, then a circle of standing stones. Continuing roughly southwards, you finally reach the structures depicted on your map - a tent and a gypsy wagon, sans horses. As you approach the wagon you hear a woman's voice chanting.

<You may have noticed some of the more 'interesting' creatures in the park. One supposes a zoologist might be interested in rats the size of large dogs and spiders big enough to chew somebody's hand off. They certainly aren't all that common in most places.>

You enter the wagon, to be greeted by the ornately costumed Gypsy woman. She bids you sit down, and when you comply she produces some cards. The strange woman's magic brings two cards up from the table to float in front of you. The Gypsy asks that you select between them. As you make choices, the cards change to represent the new questions. With your final choice the Gypsy declares that your path has been chosen.

As the Gypsy speaks a vision dances in your head. In the Circle of Stones a portal of purple light has risen. The Gypsy tells you to go through the Moongate and seek out Lord British, the wise ruler of Britannia.

Having answered your questions and chosen what path you will follow in Britannia you head back towards the Circle of Stones. As you approach the purple gate, something huge passes through. The Voice warns you of the nature of the foe you face - one of the terrors of Britannia, a Gazer, sent by the Guardian to slay you. Yet here, on the magicless world of Earth, this terror is far weaker than in it's own domain. Only a few well placed blows with your sword are needed to dispatch it.

<One of those funny things - originally the Moongate was blue. Then when the Orb of the Moons was described, a second sort was described - the red. Later histories described the Black Gate and the Silver, crossing dimensions and time respectively. But I'm dratted if I know what a purple gate means. Little continuity blooper on someone's part. As for the Gazer, I found that I could just stand there and bash it with my bare hands without taking damage.>

With your foe removed from your path, you sheath your sword and step into the Moongate.

The Return:

A shadow flows across across a stony mountainside. A leathery wing is glimpsed, before the dragon swoops past the circle of ruined pillars atop a lofty peak. The ensorcelled red sky is broken as a pillar of white light descends from infinity, striking into the heart of the circle. Inside, the Avatar floats in the radiance, until it vanishes with a flash visible for miles. The Avatar drops to his knees, standing to examine the mountainous landscape. As he turns he gasps in shock. Below him stands a great fortress, whose size is revealed by the circling dragons around it, and whose shape is carved into an all to familiar visage. The Guardian.

The Avatar gasps and staggers backwards as the looming bulk of a dragon rises up in front of him. Atop the great beast a rider clad in purple mail smiles. The rider draws a sword and waves it in challenge, but as the Avatar reaches for his own weapon he finds that it has vanished in the Void between Earth and Britannia. The Avatar's expression changes to one of resignation as the dragonrider's smile becomes chilling. The dragon stares at the Avatar then, as he raises his hands as if to shield his face, it exhales. The Avatar is blasted by the dragon's fiery breath, which continues to was over the stone circle until nothing remains. The dragon and rider once more swoop clear, to resume their patrol of the skies.

The scene of the Avatar's destruction is once more seen, bound within a glowing mirror. The black bearded man standing beside it moves his hands in rhythmic patterns, controlling the sorceries bound into the mystic scrying device. He turns away from the mirror and speaks. "My Lord, the Avatar has arrived in Britannia, and has been easily dispatched by my Wyrmguard." A deep and rumbling voice answers him. "Do not be so sure. The meddlesome Champion of Virtue is not so easily defeated." As the vision moves back from the mirror, a great throne covered in veinlike traceries of stone is revealed. The chamber is dark, the roof supported by black columns lined with red patterns. The mirror, it's power now canceled reflects the throne, and the red figure sitting within it.

"Of course My Lord," the man answers, "But I ask you, where is he now? The Mirror of Darkness would reveal Lord British's lackey. If he-" The enthroned figure interrupts his servant, and the vision changes, revealing the throne, it's occupant still half hidden by the shadows. "The Avatar has been teleported to a place hidden from the Mirror's sight. Our Virtuous paragon could only have been taken to Stonegate, and the figure adds musingly to himself "and by one of great power." More of the figure is revealed now as it rubs it's chin, the creature's skin rough and scarred, it's eyes glowing like orange embers.

"Shall I reduce Stonegate to a cinder, My Lord?" the man asks. "No..." is his answer. "I want the Champion of Britannia to see what has become of the land and it's people. I want to feel his rage burn as he sees what I have done to Britannia. You are to keep the Avatar occupied while I complete my plan for Britannia's conquest. What remains is yours, when I am finished." Beyond the mirror the stone portal opens to it's master's will. "Now leave me," the figure dismisses his servant.

"Yes my Lord."As the man turns, a flicker of anger crosses his face before he can control himself and obey his master. When the door is closed behind him the creature speaks again to his absent servant, words that the former ruler of Britannia would not care to hear. "Blackthorn. You are indeed a fool to want Britannia, once I am finished with it..." The Guardian leans forward out of the shadows of his throne, and the slight smile on his misshapen face chills the blood before he sits back into the shadows, his eyes glowing like fire in the gloom.

<I have to say I'm unhappy about this. The Guardian does not particularly resemble the images of him shown in the earlier games. In fact the only similarity is in his skin and eye colour. As for Blackthorn, back when he first appeared in Ultima V he was depicted as a once-good man bound by evil sorcery. A diary found on the Serpent Isle also suggested that the once-noble man was finding his way back to Virtue from the depths of the spells binding his soul. And now we find him aligned with the Guardian, with no explanation as to his sudden reversal to an evil nature.

 

And of course one does have to wonder how the Avatar didn't appear there in the first place after escaping Pagan...>

 

 

The Tower of Stonegate

You appear from the heart of the dragonfire within a chamber at the pinnacle of the tower of Stonegate, rescued by your mysterious advisor. Your clothing, changed in the passage between Earth and Britannia, bears not a single scorch mark despite the inferno in which you had been engulfed.

The mysterious Voice warns you that the Guardian is certainly aware of your presence, and that it's not a good idea to hang around.

You notice a chest in the corner of the chamber and walk over to it. Inside are some potions and scrolls, plus some extra goodies dependent on which class you became. (Large items will be next to the chest, not in it). Also on a table is a yellow potion. Books on the shelf and the tables contain some useful information. You should read them.

When ready to continue, you walk to the door. On the floor is a short sword. Grabbing the weapon, you continue into the passageway and down the stairs.

On the next floor you find a glowing red book in a case. You pick it up, to discover that it is a spellbook. Just what you need to cast spells now that you're in Britannia. Unfortunately there are only four basic spells, which limits things a bit, for the moment.

Just around the corner you encounter a problem. The way onwards is blocked by a barrier of light. Fortunately the Voice is at hand to give you advice on how to pass it. Casting Ignite on the torch in the wall bracket will dispel the barrier and allow you to move onto the next puzzle.

<Remember this trick - you need to use it again further on in the game.>

The next level down in the tower is ruined. Ledges are spaces around the walls, lonely remnants of the floor which once stretched from wall to wall. The first thing you notice is the giant rat on one of the ledges. The Voice again has advice on what to do here. Another of your spells, Stone, can strike foes at a distance. Casting it at the Rat will get rid of it, and allow access to the lever above the rat's ledge. Once the Rat is removed, jump to the nearby ledge. Don't forget to pick up the leather gauntlets that are on the floor there. Jump again to the Rat's ledge and pull the lever.

Beneath you, the door in the chamber below swings open.

By the time you jump back to the ledge you started on and walk down the stairs, the door is closed again. However it is not locked, and opens easily at your touch.

<What is it with these self-closing doors anyway? So far I've found just one door that won't close automatically after a short period. If Britannia could export these mechanismless doors to Earth, they would make a mint.>

Down more steps you reach a chest. All it contains is a pair of leather boots, but they are superior to those you are wearing. Downwards again, and you reach a portcullis. The Voice, personified by his glowing Ankh again has advice. On the other side of the portcullis a vase sits upon a narrow shelf. The Gust spell can dislodge it to fall on a pressure plate on the floor below. Do so and you again downwards after the portcullis opens. The passage ends in a cul-de-sac, in which a golden platform floats over a shaft, and a red button is set into the wall. How to continue is obvious...

The platform floats downwards into a larger chamber. Twin statues of daemons support huge braziers in each hand as water gushes from their mouths into a pool in the center of the room. Across the pool a large stone attached to a chain stands in the center of the floor there.

Looking around you see a wheel on the wall next to one of the statues. Turning it results in the water draining from the pool, revealing a button on a small pedestal in the center. A pile of 27 gold is also in the bottom. You jump into the former pool, grab the gold, and press the button.

There appears to be no effect for a moment, then stairs slowly project from the walls of the pit. Once they have finished their motion there is the sound of some hidden mechanism, and the stone on the chain rises, revealing a passageway downwards.

Down the stairs you go, entering a new chamber. As you enter braziers ignite and fire spouts up from the floor. On the wall opposite you there is a plaque, reading, "This Tower is protected from unlawful entry by flames. To exit, clear the way to the source and extinguish the braziers." Once again the solution is clear, even without the assistance of the Voice this time. By casting the Douse spell on each flaming floor tile, you clear a path through to the braziers at the far end of the chamber. When you Douse both braziers, the remaining flames on the floor and the barrier blocking the passage die away.

You continue to the exit. The Voice speaks to you one more time. It tells you that once outside you will be in danger from many enemies. It also mentions a nearby cave with the means to reach Britain within.

 

Stepping north through the tower doors, you are faced with a chilling sight. In front of you, across a pool of water, stands a statue, depicting the three Shadowlords, larger than life, and almost as realistic. Walking over, you see a chest in the pool, but also note the presence of a large fish. As it swims, you get glimpses of a set of very large teeth. Sharing the water with this creature is clearly not a healthy idea, a point driven home by its biting attacks as you stand too close to the edge. However a carefully targeted Stone spell takes care of the problem nicely. Swimming down to the chest nets you a total of 24 gold crowns.

Turning around you look up at Stonegate. And up. And up. The tower is extremely tall, seemingly going up forever. Around the base are statues, each holding a dark hexagonal stone marked with a strange purple symbol. As you approach the statues the stones lighten, and the symbol changes to that of one of the Virtues. You realize that there are eight statues...

 

Wandering around the Tower to confirm your assumption, you are forced to deal with attacks from giant rats and wolves. Striking them with the Stone spell from a distance to soften them up before they close to weapons range is a useful tactic.

Looking about, you find some Garlic around the east side of the tower. Finally to the south you come to an archway over a tunnel leading back into the cliff. Within stands a figure in purple armour and a horned helm...

 

Your conversation is short but gives some useful information. Corlando, one of the Wyrmguard intends to capture you in order to gain status. And he reveals that a familiar foe is the leader of the Wyrmguard - Blackthorn, long since banished from Britannia...

<This is the point at which you begin to hate the voice acting. The Avatar's voice can't have been done by anyone with any acting skills whatsoever. Or maybe the actor was as bored by the plot as I was. The random gestures that the Avatar makes seem rather pathetic too. You'll be seeing a lot of him sticking his hand through his head for example...>

 

All too soon the conversation comes down to violence. Corlando wants your head, and obviously you don't want him to have it. After you beat him (you did grab that short sword didn't you, and don't forget the Stone spell) you can pick up his scimitar. Hop onto the teleporter at the back of the cave, and reappear in Castle Britannia.

 

Return to the Solution Index

Onwards to the Next Part (forthcoming)

 

Return to the top

Return to Ascension

Return to Ascension

 

The Map

The Small Map

 

The Places

1

Your Home

2

The Gypsy

3

The Circle of Stones

4

The Waterfall Cave

5

The Rat Cave

6

Invisibility Potion

 

1 Your home
This is the home of you, the Avatar of Britannia. Look around carefully, for this shall be the last time you see it.

2 The Gypsy
Once again the Gypsy has come to guide your steps to Britannia. When you have selected the path you will follow, she will summon a Moongate to send you to your destiny.

3 The Circle of Stones
This place is the site of the Moongates through which you traveled to Britannia in the past.

4 The Waterfall Cave
Hidden behind the waterfall in the park, this cave contains some spare arrows.

5 The Rat Cave
Besides rats and a magical Britannian Potion of Curing, there is nothing here.

6 Invisibility Potion
This little treasure up on a ledge has obvious effects. You'd better hope nobody from the NSA gets their hands on it...

 

The Questions

By choosing the answers to the Questions asked by the Gypsy, you are selecting the character class that you will become in Britannia. The Classes and Virtues are as follows.

Bard

Compassion

Druid

Justice

Fighter

Valor

Mage

Honesty

Paladin

Honor

Ranger

Spirituality

Shepherd

Humility

Tinker

Sacrifice

 

As you might guess, there are different benefits to beginning in each character class. All classes have starting equipment consisting of an Avatar costume, magical scrolls of Light and Fireball spells, potions coloured white, orange and yellow in hue, and a bag to put it all in. They also get two special items determined by class.

The Bard

Strength

Weak

Dexterity

Proficient

Intelligence

Dim

Hit Points

30

Mana

15

Special Items

Map of Paws
Target Bow & Arrows

The Druid

Strength

Weak

Dexterity

Nimble

Intelligence

Smart

Hit Points

30

Mana

25

Special Items

Map of Yew
Gnarled Staff

The Fighter

Strength

Powerful

Dexterity

Clumsy

Intelligence

Dim

Hit Points

90

Mana

15

Special Items

Map of Valoria
Scimitar

The Mage

Strength

Weak

Dexterity

Clumsy

Intelligence

Brilliant

Hit Points

30

Mana

35

Special Items

Map of Moonglow
Arms of the Magi

The Paladin

Strength

Strong

Dexterity

Clumsy

Intelligence

Smart

Hit Points

60

Mana

25

Special Items

Map of Trinsic
Chain Coif

The Ranger

Strength

Strong

Dexterity

Nimble

Intelligence

Smart

Hit Points

60

Mana

20

Special Items

Sextant
Key to chest on Skara Brae

The Shepherd

Strength

Weak

Dexterity

Clumsy

Intelligence

Dim

Hit Points

30

Mana

25

Special Items

Crook of Charming

The Tinker

Strength

Strong

Dexterity

Nimble

Intelligence

Dim

Hit Points

60

Mana

15

Special Items

Map of Minoc
Buckler

 

Several of the items deserve special notice:
The Crook of Charming is one of the better offensive weapons in the game, and casts Charm on its victims as well.
The Arms of the Magi subtract 25% from the mana cost of spell casting.
The Key given to the Ranger opens a chest on Skara Brae containing a Blackrock Helm and Blackrock Gauntlets.

 

The Abilities

No doubt you are wondering just what effects the ability scores noted above will have upon your game. Here's a quick rundown:

Strength:
The stronger you are the healthier you are, and the more damage you will do to your foes.

Weak 30 Health
Strong 60 Health +2 Combat Damage
Powerful 90 Health +4 Combat Damage
Heroic 120 Health +8 Combat Damage

Dexterity:
The quicker you are, the higher the skills you can learn to apply to your foes in combat.

Clumsy
Nimble Can learn Apprentice skills
Proficient Can learn Journeyman skills
Adept Can learn Master skills

Intelligence:
The more intelligent you are the more base karma you have to determine your spellcasting abilities, the more damage you do to your opponents with spells, and the less damage enemies will do to you with magical attacks.

Dim 10 Karma
Smart 20 Karma +2 Spell Damage -5% Magic damage
Brilliant 30 Karma +4 Spell Damage -10% Magic damage
Genius 40 Karma +8 Spell Damage -15% Magic damage

 

 

The Cheats

As you might expect, there are some cheats in the game. These are noted on their own page, but there is a 'cheat area' in the park region that should be noted simply because it's only accessible from this area, and cannot be reached once the Avatar enters Britannia.

By stacking objects and jumping it is possible to get over the fence to the west of the Avatar's house, beside the training area. Behind the fence is a tree with a bush growing against it's left side. Concealed in the bush is a lever. This lever, when pulled, reveals a group of teleporters. These have various effects, ranging from (apparently) nothing, through reequipping the Avatar with various sets of armour, to teleportation to Britannia, bypassing the Gypsy's questioning. Not that this is necessarily a good thing...

 

The supplies arranged for you by the Gypsy contain some magic potions. A complete listing of the colours and effects are below:

Colour

Effect

Red

Cure Poison

Orange

Restore Mana

Yellow

Minor healing

Green

Poison

Blue

Breath Underwater

Purple

Invulnerability

Black

Invisibility

White

Infernal Armour