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Ultima 7: The Complete Edition
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|Ultima 7: The Complete Edition|
|GOG Publisher||Electronic Arts|
|GOG Release Date||November 29, 2011|
|Original Release Date||April 16, 1992|
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In the seventh installment of the Ultima series you — the Avatar — must go back to Britannia and investigate a series of strange events. Two hundred years have passed since your last visit and much has changed since then. An unknown being who calls himself the Guardian has appeared and is forcing everyone to bow to his whims. In addition magic doesn't work as it should, it seems that all of the mages have gone insane, and quiet towns are being terrorized with ritualized murders. It is unclear what is happening, but initial signs point to some kind of organization called the Fellowship. It is up to you to unravel the mystery and find out what is really going on in Britannia.
Ultima 7 is arguably one the best in the series. With enhanced graphics, sound, and controls it was a huge step forward not only for the series, but for the entire RPG genre. The level of immersion was astonishing at the time. Rich environments, wide-ranging dialog trees, and dynamic combat were all masterfully combined by a team that Lord British (Richard Garriott) led to create a game that can't be ignored by any cRPG fan.
The game is packaged with DOSBox v0.74. Its installer is a single executable file.
- manuals (1MB)
Ultima VII answers.pdf - 2 pages Ultima VII - manual.pdf - 48 pages Ultima VII Part Two - manual.pdf - 36 pages
- play guides (1MB)
Ultima VII - Isle of Fire guide.pdf - 4 pages Ultima VII Part Two - the silver seed play guide.pdf - 14 pages
- reference cards (1MB)
Ultima VII Part Two - Quick Reference Card.pdf - 8 pages Ultima VII - Quick Reference Card.pdf - 6 pages
- cluebook (7MB)
Ultima VII - Cluebook Key to the Black Gate.pdf - 35 pages
- maps (16MB)
Ultima VII map.pdf - 1 page Ultima VII - map.pdf - 1 page Ultima VII Part Two - Map.pdf - 1 page
Patches and modifications
Since this release uses DOSBox, it is advised to read through our entry on DOSBox for general troubleshooting.
These are issues that exist in the game itself that were never patched out by Origin Systems/EA
Black Gate and Forge of Virtue
- Flying with the Magic Carpet to Minoc has the effect of the murder site being cleaned up immediately. This makes the Serpentine Dagger vanish, thus it becomes impossible to confront De Snel. The only workaround is using another Serpentine Dagger, since another bug is that they are all the same.
- Another bug with the carpet appears when flying over the Isle of the Avatar. Unlike other sliding doors, one in the dungeon below that island closes even if flying over the mountains under which it is. This makes the final dungeon un-winnable.
- Due to a bug, it is impossible to get Rankin to talk the truth with the cube. Note: this was fixed in the Exult fan engine
- Trying to read the Golem-ritual scroll after having left the Test of Love results in a crash
- It is possible to kill Cador in a bar fight, and then tell Yvella about where Catherine goes at noon. This creates the interesting situation where Cador lynches Lap-Lem despite already being dead
- f the player's name is "Avatar", it becomes impossible to ask Tseramed into the party. The conversation tree gets stuck in a loop where the player cannot answer with his true name, leaving the only options as "fellowship" and "Avatar". Choosing "fellowship" will end up with a dialog tree that has only the choice of "Abraham" for the character's name. Identifying oneself as Abraham will make Tseramed either attack you or send you on your way, depending on subsequent answers. Choosing "Avatar" acts as if the player has said they are The Avatar, not that their name is "Avatar". This makes it impossible to get the join option for Tseramed, since it will not appear until the player has given him their name. Eventually the dialog tree can get into a state where there a no options available and the game is frozen. It appears that hex editing the occurrences of "Avatar" in the save game file to another word fixes the issue.
Serpents Isle and Silver Seed
- All of the ghosts in the game, such as the ones in the Exploded Powder Mill, are the Chaos Hierophant. Talking to him before the right time is there will result in plot-stoppers.
- Also, the pillars in Isstanar's room teleport accidentaly to the test of purity, resulting in plot-stoppers.
- One bug in Monitor can make the pikeman at the List Field, who manages the training, disappear. This bug happens in the banquet scene, and is related to the handling of internal game triggers. The usecode deletes the nearest egg trigger to the Avatar when opening the door to enter the banquet, which can erroniously be the Pikeman spawn egg for the List Field if you are to the west of the Banquet Hall. To avoid this, approach the banquet from the east.
- One plot-stopper bug prevents Xenka from speaking about "sacrifice". The cause is the usecode egg in the small chamber in Furnace where the Serpent Staff is found; this sets a game flag which influences Xenka.
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