WALK-THROUGH for ULTIMA UNDERWORLD (Ver 1.6) -------------------------------------------- Mitch Aigner Yes folks, here it is. It starts with a run through of the highlights of each of the 8 levels, and goes on from there. * - indicates what you absolutely gotta have: % - indicates optional ventures, usually worth the reward Level 1 ------- * Recipe for Rotworm stew from Lanugo % Solve the puzzle of the 4 levers % Raid the treasuries of the Green and Grey goblins Level 2 ------- * Kill the Gazer in the mines for Goldthirst and collect the reward * Have Shak repair the Sword of Justice (after you find the pieces later on) % Get the blueprints for Ironwit. Key is in small room in the same area that you must jump to, then follow the yellow brick road. Use Fly potion (green) to take you to yet another part of same area (when you see a gap far too far to jump). Do not fall off the elevated paths, monsters await below. % Raid Goldthirst's treasury. Offer him a gift (anything GOLD!) , and he will give you the password. Use Fly, Levitate, or Gate Travel spell to get out. Level 3 ------- * Blade for Sword of Justice - secret door behind vines in SE corner * Taper of Sacrifice from Zak * Cup of Wonder - after learning flute tune, and how to use incense * Free the prisoner (Murgo) held by the lizardmen. Don't do this until the prisoner has translated the complete lizard language for you. % Find the remains of Ossika (bring scroll back to Ishtass) % Give a red gem to Iss'leek % Kill all of the bandits, and find their treasury Level 4 ------- * Give gemcutter to Derek for code to Ring of Humility (used on level 5) * Kill Roderick and then collect Standard of Honor from Dorna Ironfist % Give Sethar the Rotworm Stew to get Dragon Scales % Join the knighthood (allows access to their Armory - great stuff!) % Find the Writ of Lorne (talk to Lakshi about Rawstag) % Find the Golden Plate behind secret door in Maze of Silas (door code is shown on the two knights tombstones) % Solve the puzzle of the Bullfrog and find the illusionary wall to secret area Level 5 ------- * Ring of Humility (using code mentioned above) * Talk to Eyesnack to learn a flute tune. * Hilt of Sword of Justice from tombs * Give Judy the picture of Tom (after you find it below) * Re-bury Garamons' bones (after you find them below) % Have Marrowsuck make Dragon-skin boots (Dragon scales and spider thread) % Offer to fetch "zanite" for Anjor % Get code for mine dispatch chamber from Kneenibble Level 6 ------- * Talk to Dr. Owl about location of Wine of Compassion (after freeing Murgo) * Get book from Bronus to deliver to Morlock * Talk to Morlock about Book of Honesty (after completing above errand) * Defeat Golem to obtain the Shield of Valor * Talk to Fyrgen and Louvnon to get some clues to the six-letter mantra * Talk to Illomo (both BEFORE and AFTER you find his friend Gurstang below) % Talk to Gralwart about getting a "Vas" runestone % Get the book "Properties of Runestones" for Ranthru Level 7 ------- * Talk to Naruto about a key * Free the prisoners * Go down to level 8 (three places): Pick up a piece of Orb Rock in one of them Get the Crown from the Imp in another * Use the crown to master the maze and defeat Tyball, then free Arial * Return to the prison and: get the Picture of Tom from Bolinard get the Key from Smonden talk to Gurstang (tell him Illomo sent you) * Use the Key on the door in the extreme NW corner. Proceed upward to get the Key of Courage. % Find the Medallion of Passage in the SW quadrant to get through all of the guard posts without having to do battle (though I preferred to battle :-) % Destroy Tyballs' orb by throwing the Orb Rock you collected at it. % Raid the imps' treasury by killing the Golems. Make sure that you have a few Health potions handy, as some of the items are cursed. % Find the "Ring of Levitate" in the chasm of fire (real handy on level 8) % Visit the tombs (lots of secret doors, some good stuff, but must have the Crystal Splinter from Kallistan to get in) % Go back to the prisons and kill all of the &^#$%! guards (just for revenge) Level 8 ------- * Talk to Carasso about the location of Garamons' bones * Open the central door with the tri-partite key and do what Garamon told you to do when you re-buried his bones. % Find lots of really awesome weapons, armor, and magic stuff MoonGate Level -------------- * Just run like hell, that is all you CAN do! GAME OBJECTIVES: --------------- You have two goals in this game: 1) Survival 2) Find all 8 of the magic Talismans of Sir Cabrius You cannot finish the game until you have all 8 Talismans, and have re-buried the bones of the wizard Garamon. In addition, you will need to assemble the Tripartite key. General tips: ------------ - Don't kill anyone who is not actively trying to kill you (no matter how rude they may be) - If anyone asks you to run an errand for them, do it (the reward is almost always worth it) - Trust the good guys (identified by the Banner of Cabrius at their door). They will never steer you wrong. - Save your game often. - Talk to people more than once. There are different threads to most of the conversations. Try different responses each time. - Write down what people tell you. It may not make any sense now, but could do so in the future. Other useful stuff: ------------------ 1. When using Fly or Levitate: pressing "E" makes you go up, pressing "Q" makes you go down. 2. You can make a fishing pole with a Pole and Spider Thread (who says there's no such thing as a free lunch! Fresh fish are also great for payoffs and for bartering). 3. Make popcorn with corn and a torch. 4. You can make a torch by pouring an oil flask onto a piece of wood. Undocumented spells: ------------------- AS - curse UP - long jump KM - summon monster VOG - sheet lightning ACM - smite undead IS - thick skin (medium shield) YP - walk on water VKC - armageddon (do not use, you won't like it) Documented spells (included primarily for the folks who just have the demo) ----------------- (the demo documentation wasn't so hot IMHO) To find out which spells you can cast: Take your experience level, divide by 2, and then round up. This number is the maximum circle of spells you can use. To find out how much Mana you need: Take the circle number and multiply by 3. 1st Circle: IMY - create food IL - light OJ - magic arrow BIS - resist blows (small shield) SH - stealth 2nd circle: QC - cause fear WM - detect monster IBM - lesser heal IJ - rune of warding RDP - slow fall 3rd circle: BSL - conceal (low level invisibility) OG - lightning QL - night vision RTP - speed SJ - strengthen door (same as using spikes) 4th circle: IM - heal HP - levitate NM - poison AJ - remove trap SF - resist fire 5th circle: AN - cure poison PF - fireball GSP - missile protection OWY - name enchantment (identify) EY - open 6th circle: VIL - daylight VRP - gate travel (to moonstone) VIM - greater heal AEP - paralyze OPY - telekinesis 7th circle: IMR - ally VAW - confusion VHP - fly VSL - invisibility OAQ - reveal 8th circle: FH - flame wind AT - freeze time IVS - iron flesh (major shield) OPW - roaming sight VPY - tremor Mantra chants: ------------- I have included comments on the relative importance of each. NOTE: this is In My Humble Opinion (which is bound to be different from your opinion, or anyone elses). Chant Skill IMHO ----- ---------- ----------------------------------- FAL Acrobat Need a little to keep from getting hurt in falls/jumps HUNN Appraise worthless RA Attack Need LOTS! GAR Axe Need LOTS only if you are an Axe-man SOL Casting Need a little to keep from getting hurt when spells 'backfire' UN Charm worthless ANRA Defense Need LOTS! LAHN Lore Need LOTS! (to identify scrolls/potions/armor/wands/etc) KOH Mace Need LOTS only if you are a Mace-man IMU Mana Need LOTS! FAHM Missile Need LOTS only if you are a Missiles-man (bow/crossbow/sling) AAM Picklock Real handy on upper levels, not so handy on the lower ones LON Repair worthless, as Shak works cheap (and as fast as you can) LU Search Need a little to help find secret doors MUL Sneak mostly worthless ONO Swimming mostly worthless AMO Sword Need LOTS only if you are a swordsman ROMM Traps beyond worthless ORA Unarmed Need LOTS if you prefer not to carry around a weapon ** ** - The game CAN be won without the use of weapons or armor. Character Creation: ------------------ Throw away all the characters in the beginning. For each character class there are a number of random skills assigned each time that you create a new character,... except that they aren't random! Let's say I want to be a fighter. I create a bunch of fighter characters and throw them all away, but not after writing down each ones' attributes. Now I quit the game, and re-start the game. I again create a character. The exact same sequence of characters will appear in the exact same order, but now I know exactly which one to keep!! Strength is the most important skill of all. Most of the rest can be im- proved later via shrine chants, but not Strength. Fighters, Druids, and Tinkers generally have high Strength factors. You will want to have a Strength factor of at least 25 in order to wear plate armor, and still be able to carry a fair amount of goodies. Your carry capacity (measured in units of "stones") is exactly twice your Strength rating. The three primary skills (Strength, Intel., Dexterity) are factored in with the other skill ratings. The final value used by the game seems to be proportional to the skill level multiplied by the primary skill level tied to it. These associations are as follows: Strength: Attack Defense Unarmed Sword Mace Missile Axe Intelligence: Mana Casting Lore Dexterity: Sneak Swim Search Lockpick Charm Acrobat Traps Repair Appraise For example: If you are trying to pick a lock, the game uses a number based on your Dexterity TIMES your Lockpick skill. Maximum Vitality and Mana Capacities: These seem to depend on several factors. The present theory is as follows: Vitality: Depends on Strength and Experience level Mana: Depends on Intelligence, Experience, and Mana skill rating The precise equations using these numbers remain a mystery. Fun things to do: ---------------- On Level 4, NW corner (accessible only from level 7), there are two hostile mages. Kill one, and leave the other alive. Then get out of his way, as he will throw fireballs at you. Go find some safe corner in which to hide. The remaining mage will "summon" a wide variety of nasties for you to kill (hostile lizardmen, mountainmen, fighters, spiders, headlesses, etc), each with its usual assortment of goodies. This gives you the chance to sample battle with all of the various denizons of the abyss, as well as cover the floors with loot. Every once in a while you may have to go back to the mage and push him around a bit, to keep him sufficiently pissed off. Drink lots of Ale and Port all at once - get drunk and pass out! (Just remember that you need to save at least 1 bottle of Port for rotworm stew.) Outright spoilers: ----------------- Level 1 levers puzzle - with 0 being top position, then clockwise: Turn the lever farthest from the door to 1, the next to 2, next one 3, next one 4 (straight down). Level 2 Goldthirsts' password - "Deco morono" Level 3 Cup of Wonder - Flute tune is: 3 5 4 2 3 7 8 7 5 Mantra for triangulation: "insahn" Level 4 Maze of Silas - flip the levers in the following order: Silver - Gold - Gold - Silver - Silver - Gold Level 4 Bullfrog puzzle - The floor area is an 8 by 8 grid of movable tiles. The two levers select the X and Y coordinates of the tile you wish to move. Pushing the upper button on- then-off raises the selected tile. Pushing the lower button on-then-off lowers the selected tile. The wand simply resets the floor to its original state for when you screw up too badly. Build two ramps to get to the two eastern-most corners. Jump through the wall to get into the secret area in the south. Level 5 Ring of Humility - hit NW lever, then SE, NE, SW. STAY OUT of the center of the room while doing this. Hug the walls. Level 5 Mine Control Code - with 0 being top position, then clockwise: Left to Right: 7 2 6 Level 5 Garamon - wants you to throw the "talismans" into the "volcano". You CANNOT complete the game unless you have found his bones on level 8 (Garamon was the brother of Tyball, and one heck of a mage. You will find several runestones (one is "Vas") and a magic ring by the right bones). The bones must be buried in the grave in the tombs on level 5 ("use" the bones on the gravestone). After the ghost appears, you must answer the questions correctly. Another way to tell if you have the right set of bones is to try to stack them on top of another set of bones in your inventory. Like coins, bones will stack,.. leaving one "bones" icon with a number next to it to indicate how many are stacked. Garamon's bones will not stack this way. Talismans: --------- Taper of Sacrifice - Level 3, trade with Zak (food) Sword of Justice - Level 3, Blade is in secret room. Lever to operate is be- hind a vine-covered wall in the extreme SE corner (Note: you must attempt to "pick up" the vines to reveal the secret door, just "looking" won't work). Level 5, Hilt is in the tombs area, accesible from either the Bullfrog area of Level 4, or a secret door on Level 5. Level 2, Shak will make the repairs for 20 coins. Cup of Wonder - Level 3, room where Gazer is (that you have to swim to). Stand on the little pedastal in the corner and play your flute. The flute tune is taught by Eyesnack on level 5. The clues to the three-part mantra (and use of incense) are taught by Fyrgen and Louvnon on level 6. Standard of Honor - Level 4, from Dorna Ironfist, after slaying the Chaos Knight (aka Sir Roderick). Ring of Humility - Level 5, room in NW quadrant with levers. Throw levers in following order: NW SE NE SW. Stay away from the center of the room when doing this. After last lever is thrown, ring will be on the central pedastal. This is told by Derek on level 4 after you give him the Gem-cutter you got from Goldthirst on level 2 after you slew the Gazer in the mine. Shield of Valor - Level 6, after defeating the Golem Wine of Compassion - Level 6, in checkerboard room with 2 headlesses (NW quad- rant of level 6, off room with dozens of worms). Wine is hidden under a floor tile in the SE corner. Try to "pick up" or "use" the tile. Told by dr. Owl on level 6 after freeing his servant Murgo from the lizardmen on level 3. Book of Honesty - Level 6, is in the key behind the hourglass. There is an hour-glass shaped room (NW quadrant of level 6) with a secret door at the end of it. Go through the door and jump across the chasm to get to a key-shaped room. Told by Morlock on level 6 after you deliver the book from Bronus on level 6. Key of Love - Level 5, from Judy after giving her the Picture of Tom Key of Truth - Level 6, after chanting "fanlo" at a shrine. Found in the title of a book in the Library on Level 6, after talking to Illomo (level 6) after finding Gurstang (level 7) after talking to Illomo the first time. Key of Courage - Level 3, NW corner (NW area accessible only from level 7) Key of Infinity (tri-partite key) - made by assembling the above three pieces. Just drop them on top of each other in your inventory, and they will bind. Lizard Language --------------- bica - hello, goodbye 'click - no 'click-iriass - Sir Cabrius eppa - visit isili - me (also means I) kri'kla - lurker ossli - enough sel'a - give (also means trade) sor'click - stranger sorr - enemy sorra - steal sseth - yes sstresh - help Thepa - Lizardmen thes'click - hate thesh - like thit - need tosa - you Urgo - Murgo (the prisoner: Dr. Owls' light-fingered assistant) yeshor'click - friend yethe - kill zekka - food Assorted Notes: -------------- There are fountains of healing only on levels 1, 2, and 3 There is one shrine on every level (except level 3 which has three, and level 4 which has two) Mandolins appear to be completely useless. Pieces of wood can be used to improvise a torch,.. just douse it with oil. Spikes are for pinning doors shut. Once a door is spiked, only you can open it. You cannot defeat Level 7 without making a few trips down to Level 8 You cannot kill the "Slasher of Veils", no matter which side of the moongate you both happen to be on. (Even with Attack/Defense/and Sword ratings of 250+) (don't ask). You can get him to the "yellow" state, but not beyond. When you and the demon are sucked through the moongate, you must run down one of the three paths (red, green, blue) that go off the central area. That is all you can do. The Orb you found on Level 1 tells you which path to take. Maximum skill ratings depend upon the character-type selected (Example: Fighters can only go to 25 in Mana/Lore/Casting rating, while Druids can go to 30) Maximum Mana capacity also depends upon the type of character created. Druids and Mages rate very high. Trick to get past all the Fire Elementals in the Chasm of Fire on level 7: When you come up from the NE part of level 8, you will find a Golem and a Key. There is a secret door leading to the Chasm of Fire. Open the door and familiarize