Prologue The Nature of the Quest
Most quests ask you to defeat something. This one asks you to become something. There is no dark lord waiting at the end of Ultima IV — no crown to seize, no evil to strike down. Britannia is at peace. What it lacks is not a champion of the sword but a champion of character: a person so complete in virtue that they can serve as the living example the whole realm can look to. That person is the Avatar, and the game is the long work of proving you are worthy of the title.
This changes how you should read everything that follows. You will still fight, explore, buy armour, and delve into dungeons — but none of it is the point. The point is the eight virtues, and every road in this guide leads back to them. Keep that in mind and Britannia will never feel aimless, even when no one has told you where to go next. Where to go next is always: toward the next virtue.
A note on spirit before you begin. Ultima IV rewards the player who actually lives its ethics. The game watches what you do — whether you flee a fair fight, whether you cheat a blind shopkeeper, whether you spare a fleeing enemy — and your standing in each virtue rises or falls accordingly. You cannot bluff your way to Avatarhood. The most reliable walkthrough is simply to be good. Everything below is here to help you find your way, not to excuse you from the journey.
The Foundation The Eight Virtues
Everything in Britannia is built from three sources of goodness — Truth, Love, and Courage. From these three principles, the eight virtues are derived, each one a particular blend. Understanding the pattern is worth more than memorising the list, because the whole cosmology of the game — the runes, the shrines, the colours, the towns — follows from it.
| Virtue | Derived from | Seat in Britannia | Its opposite |
|---|---|---|---|
| Honesty | Truth | Moonglow | Deceit |
| Compassion | Love | Britain | Hatred |
| Valor | Courage | Jhelom | Cowardice |
| Justice | Truth & Love | Yew | Injustice |
| Sacrifice | Love & Courage | Minoc | Selfishness |
| Honor | Truth & Courage | Trinsic | Pride |
| Spirituality | Truth, Love & Courage | Skara Brae | Hypocrisy |
| Humility | — (the absence of pride) | Magincia | Pride |
Notice the shape of it. Three single-principle virtues, three that pair two principles, one — Spirituality — that unites all three, and finally Humility, which stands apart: it is the virtue of claiming no virtue, and its home is Magincia, a city so consumed by pride that it was destroyed for it. That destruction is not decoration. It is the game's sharpest lesson about what pride costs, standing in ruins on the map for you to walk through.
Chapter I The Reading & the First Choice
Your quest begins not with a sword but with a question. A gypsy fortune-teller lays out a series of paired cards, each forcing a choice between two virtues: would you rather be honest, or compassionate? Valorous, or just? There are no wrong answers — only revealing ones. The virtue you choose most consistently becomes the class you begin as, and the town where that virtue is seated becomes your starting home.
Answer as you would, not as you think the game wants. The reading is the game's first act of watching you, and it sets the character you will spend the whole journey completing. Every class can become the Avatar; there is no "best" answer. But do know that your answers point you toward one town first — so if you would like to begin your journey in a particular corner of Britannia, the reading is where that is decided.
Chapter II Setting Out
You wake in Britannia with little: a modest weapon, some gold, and no map marked with an X. This is deliberate. Before you can pursue the virtues in earnest, spend your early hours doing three practical things.
Learn the land
Britannia is large and you will cross it many times. Note the eight great cities, each the seat of a virtue, and the castles between them — Lord British's Castle at the heart of the realm, where the King himself will raise your experience and heal you, and the Lycaeum, seat of learning, far to the east. Talk to everyone. In Ultima IV, ordinary townsfolk carry extraordinary information, and the game hides almost nothing in chests that it does not also speak aloud to a patient listener.
Ask the right questions
Conversation is the true engine of this game. Ask people their name and their job, and then ask about the words those answers surface. Ask about virtue. Ask about the mantras. Ask about the runes. One villager's offhand remark is often the only signpost you will get toward a shrine or a sacred item — which is why the map that accompanies this guide marks who is worth seeking in each town, and what they can set you toward.
Seek Hawkwind
In Lord British's Castle sits Hawkwind, the Seer of Souls. He is your mirror. Speak to him about any virtue and he will tell you plainly how well you are living it — whether your Honesty is strong or wanting, whether your Valor has slipped. Visit him often. He is how you know, without guessing, which virtues still need your attention before a shrine will accept you. Find Hawkwind on the map ❖
Chapter III Mantras & the Shrines
Each virtue has a shrine — a quiet place set apart in the wilderness — and each shrine has a mantra, a single sacred syllable spoken in meditation. To advance in a virtue, you must find its shrine, know its mantra, and meditate there with a heart already inclined toward that virtue. The shrine will not reward a hypocrite; if your standing in the virtue is poor, the meditation fails. This is why Hawkwind matters, and why simply being good is the truest preparation.
The mantras are learned by conversation — a townsperson, a shrine's own keeper, or a wise soul in the virtue's seat-city will speak it if you ask about meditation or the mantra. Once you know a mantra, you carry it always. The shrines themselves are scattered; the accompanying map marks each one, so you need never wander blindly to find them.
Meditate in cycles — one, three, or nine repetitions of the mantra. A successful three-cycle meditation with sufficient standing raises you toward becoming partly an Avatar in that virtue, and eventually grants that virtue's rune, if you do not already hold it. Deepest of all is the vision granted when you meditate on a virtue you have fully mastered: the shrine speaks to you.
The full list of mantras is kept in Quick Reference below, so you may look up any single one at need without hunting through the tale.
Chapter IV The Eight Runes
Each virtue has a rune — a small stone or token bearing its symbol. You will need all eight, for they are the keys that admit you to the shrines' deepest meditations and, in time, to the endgame itself. Some runes are given by a shrine when you prove yourself in its virtue; others are hidden in the virtue's seat-city, tucked in a room, held by a person, or waiting where only a careful searcher will look.
The rune of Humility deserves special mention: it waits in the ruins of Magincia, the city that pride destroyed — a fitting place to claim the token of humility. Every rune's resting place is listed in Quick Reference, and marked on the map.
Chapter V Gathering Companions
You need not walk alone, and by the end you must not. Scattered through Britannia are companions, each aligned to a virtue, each waiting in a particular town to be found and asked to join — Iolo the bard in Britain, Dupre the paladin in Trinsic, Shamino the ranger, and others. A full party of eight is not merely stronger in battle; it is required to enter the Abyss at journey's end, for the final descent is a test of the whole fellowship, not one hero.
Recruit as you travel rather than making a special errand of it. Most companions are found in the same cities you will already visit for their virtues, and the map marks where each one waits.
Chapter VI Becoming Partly an Avatar
Avatarhood is not won in a single stroke. You become "partly an Avatar" one virtue at a time, as you master each of the eight. Mastery of a virtue means three things have come together: your standing in it is full (Hawkwind will confirm this), you know its mantra, and you have meditated at its shrine to receive the vision it grants. Achieve that, and the shrine proclaims you an Avatar in that one virtue.
Do this eight times, once for each virtue, and you become a full Avatar in the eyes of the shrines — but the title alone does not end the quest. It is the gate that opens the final work: the recovery of the three great principles, the sacred keys they unlock, and the descent into the Abyss to read the Codex. Think of the eight virtues as the education, and everything that follows as the final examination.
Chapter VII The Three Principles
Beneath the eight virtues lie the three principles from which they spring — Truth, Love, and Courage — and each is embodied in a stone hidden deep in Britannia's dungeons. You must recover all three.
The three principles combine, in the game's own logic, into the words that unlock the final way — and they are also the answer the Abyss itself will demand of you. Guard them; you will be asked for them by name at the very end.
Chapter VIII Bell, Book & Candle
Three sacred items guard the entrance to the Stygian Abyss, and you must gather all three before you can descend. They are old and famous even within Britannia's own legends:
The Bell of Courage, which lies beneath the sea and must be raised from the deep. The Book of Truth, kept where truth is honoured. And the Candle of Love, whose flame is tended in a place of devotion. Bell, Book, and Candle together — rung, read, and lit at the Abyss's mouth in the proper way — open the descent. Their locations are marked on the map and gathered in Quick Reference.
Seek also the word spoken at the entrance and the Skull of Mondain, the relic of the old enemy — though the truest Avatar chooses to destroy that dark relic rather than wield it, for carrying it is itself a stain upon the virtues you have worked so hard to earn. The game notices this choice, as it notices all the others.
Chapter IX The Stygian Abyss & the Codex
All roads end here. With eight virtues mastered, three principles recovered, three sacred items in hand, a full party of eight companions at your side, and the runes and mantras all known — you stand at the mouth of the Stygian Abyss, the deepest dungeon in Britannia, at the far south-east of the world.
The descent is eight levels deep, one for each virtue, and each level tests the virtue it represents. This is the game's final and most beautiful conceit: the dungeon is not a gauntlet of monsters but an examination of everything you have become. At the bottom waits the Codex of Ultimate Wisdom, and it will ask you a series of questions — the virtues, the principles, the whole architecture of goodness you have spent the journey learning. Answer truly, from what you have genuinely come to understand, and the Codex reveals itself. You do not defeat Ultima IV. You graduate from it.
Reference All Mantras
The eight sacred syllables, one per virtue — each spoken in meditation at its shrine. Speak the mantra with your heart already inclined toward the virtue, or the shrine will turn you away.
| Virtue | Shrine location | Mantra | On the map |
|---|---|---|---|
| Honesty | near Moonglow | AHM | ❖ |
| Compassion | near Britain | MU | ❖ |
| Valor | near Jhelom | RA | ❖ |
| Justice | near Yew | BEH | ❖ |
| Sacrifice | near Minoc | CAH | ❖ |
| Honor | near Trinsic | SUMM | ❖ |
| Spirituality | by the both-moons-full moongate only | OM | — no door — |
| Humility | near Magincia | LUM | ❖ |
Spirituality alone has no shrine you can walk to. Its shrine is reached only through the moongate that opens when both moons, Trammel and Felucca, are full at once — a rare alignment, and the one pilgrimage in Britannia that the road cannot take you to.
Reference All Runes
| Rune | Where found | How obtained |
|---|---|---|
| Honesty | Moonglow | Hidden within the city of Honesty |
| Compassion | Britain | Within the city of Compassion |
| Valor | Jhelom | Within the city of Valor |
| Justice | Yew | Within the city of Justice |
| Sacrifice | Minoc | Within the city of Sacrifice |
| Honor | Trinsic | Within the city of Honor |
| Spirituality | Castle Britannia | Not in Skara Brae — the one rune that rests apart from its virtue's own city |
| Humility | Magincia (ruins) | Recovered from the ruined city of pride |
Note the exception: seven runes wait in their own virtue's city, but the Rune of Spirituality does not rest in Skara Brae — it lies within Lord British's own castle. It is easy to overlook for exactly that reason, since every other rune trains you to look in the seat-city. When you go seeking it, go to the castle at the heart of the realm, not to the city of Spirituality.
Reference Moongates
The moongates are eight, tied to the phases of Britannia's two moons, Trammel and Felucca. They open and close on a cycle, and where they carry you depends on the phase. One phase's gate is the only ordinary road to the Shrine of Spirituality. The map marks each moongate's resting tile; the phase table below is for planning your travels.
| Phase | Rises near | On the map |
|---|---|---|
| New | Moonglow | ❖ |
| Waxing crescent | Britain | ❖ |
| First quarter | Jhelom | ❖ |
| Waxing gibbous | Yew | ❖ |
| Full | Minoc | ❖ |
| Waning gibbous | Trinsic | ❖ |
| Third quarter | Skara Brae | ❖ |
| Waning crescent | Magincia | ❖ |
Where a moongate carries you depends on the phase of Felucca, the faster moon, at the moment you step through — you arrive at whichever gate matches its current phase. But when both moons stand full together, any gate becomes the one road to the Shrine of Spirituality. Watch the moons; that alignment is your only pilgrimage to the eighth shrine.
Reference Sacred Items
| Item | Purpose | Where sought | On the map |
|---|---|---|---|
| Bell of Courage | Opens the Abyss | Beneath the sea, west of Trinsic | ❖ |
| Book of Truth | Opens the Abyss | The Lycaeum, seat of learning | ❖ |
| Candle of Love | Opens the Abyss | The village of Cove | ❖ |
| Silver Horn | Passes the daemons at the Abyss's mouth | On the shore of the far south | ❖ |
| Skull of Mondain | The old evil — best destroyed, not carried | At sea (new moons only) | ❖ |
| The Codex | The goal of all your labour | The foot of the Stygian Abyss | ❖ |
Beyond these, the three principles — the White Stone of Truth (in the mountains, sought from a peak), the Black Stone found at sea under a new moon, and the coloured stones hidden one per dungeon — must all be gathered before the end. And once you are a full Avatar, two rewards await the proven: Mystic Armour in Empath Abbey and Mystic Swords in Serpent's Hold, the finest arms in Britannia, given only to one who has earned every virtue. Every one of these is marked on the accompanying map.