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Stonegate Tower and Valley

Now, here we have come to the scene at the end of Ultima VIII. A high-rise on Terfin with the Guardian's keep nearby. An all too warm welcome only masks our teleportation to the Tower of Stonegate. It is in this tower that Hawkwind completes our acclimation to the controls and methods of the world. Note the use of the linear spells here. Some are key to how they may be used in the future.

Once beyond the tower's walls, the game starts in full with items to collect, enemies to combat, and a wyrmguard soldier to fight on more even terms.

A dungeon of sorts, the tower of Stonegate in Britannia is actually an empty shell. The initially invisible teleporter that appears on its roof acts as the transdimensional moongate from the park on Earth, hence this is the way to start the game after bringing from Earth any transportable items via the cheat in the back lot. Don't forget to cast yourself via the gypsy though as you may not desire to start as a mage (the default value you are before the gypsy's cast).

Earth | The South Mainland

Stonegate and its valley
{
  [exit at the base 13°8'N,8°45'E] tower
  {
    [65°1'N,102°45'W] top floor (sixth floor)
    {
      bed
      chest
      {
        [start as a ranger]
        potn:white
        bag
        {
          potn:orange
          (2) potn:yellow
        }
        tool:sextant
        map:Britannia
        mscl:Fireball
        mscl:Light
        key:gold key
(ranger's gift – chest on Skara Brae)
      }
      book:390 Potions
      bookshelf
      {
        book:405 Sleep
        book:109 BeginnerSpells
        book:052 Plant Lore
        book:050 Observations of Black Rock
        book:020 A Treatise on the Lore of Gargoyles
        book:063 The Quest of the Avatar

      }
      potn:yellow
      book:237 Damage

      [sw corner of stairwell] weap:1H:short sword
    }
    [down stairwell] second floor from top (fifth floor)
    {
      [casement by west wall] tool:spellbook
      field (as Hawkwind notes in his ankh message, light the unlit torch on the south wall with your spellbook spell Ignite to dispell the field)
    }
    third (fourth floor)
    {
      [broken floor south of where ankh appears] armr:leather:gauntlets
      [broken floor south of ladders] giant rat
      switch (opens door below, camera pans)
    }
    fourth (third floor)
    {
      [floor near rubble ne corner] potn:red
      stairs to platform stairwell portcullis (as Hawkwind's ankh message relates, use Gust on vase on other side to activate plate)
    }
    stairs from fourth to platform
    {
      [chest] armr:leather:boots
    }
    fifth (second floor)
    {
      [on north wall] buttons (activate platform to levitate up and down)
      valve wheel (empties water in pool, twirl before pressing underwater button)
      [underwater on pedestal] button (press to create climbing steps and remove the block covering the exit)
      [bottom of pool near button pedestal] (27) coin
    }
    sixth (first floor, use the Douse spell on the flames to reach the far side then Douse the braziers to quench them all)
    {
      [north wall] sign:181 sgfireroom
    }
  }
  valley
  {
    [chest in pool] (24) coin (opening the chest brings out predatory fish)
    (2) wolf
    (2) giant rat
    [behind broken wall nw of tower] potn:red
    [under foliage n of tower] reag:garlic
    [under tree e of tower] (2) reag:garlic
    [near grass and rock on e side of tower] reag:garlic
    [between tower and rubble sse] (39) weap:ammo:arrow
    [wsw of tower near brush and mushrooms] (2) reag:moss
    [wns of tower on rubble] (12) coin
  }
  [South of tower] cave
  {
    Colando (wyrmguard)
    teleporter (Castle Britannia entry hall)
  }
  [top of tower] teleporter (to sixth floor, destroys most inventory items)
}

 

Earth | The South Mainland


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