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-
- 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
- yourself with the route from the door to level 8 and the Chasm. Go back down to
- level 8 and kill some time while your Mana re-charges. When you are up to about
- 25 Mana points, fire up two "Sanct Flam" spells and cruise up to level 7 and the
- Chasm. The Fire Elementals will cease to be a problem.
-
- Trick to the prison area of level 7: Kill all of the guards ("medallion, I don't
- need no steenking medallion!"). The head guard has a key which will open all of
- the low-security prison cells,.. and all of the portcullises in the prison area,
- ... and all of the portcullises in the other guard areas of level 7. Real handy.
- The alternative is unpleasant.
-
- There are at least 8 magic rings
-
- There are at least 15 magic wands
-
- Lots of goodies are hidden under bones, debris, etc. If you see a pile of
- debris (of the variety that you can't pick up), look to make sure that every
- pixel is in its proper place. If not, carefully click on the offending pixel.
-
- Go swimming in the rivers in the mines of Level 2. Look carefully at any sewer
- pipes that you find. (he he he) (don't worry, it's not fatal).
-
- It is generally a bad idea to kill anyone who is not actively trying to kill you
- This is for 2 resons: 1) You may have needed to talk to them some more.
- 2) Killing good guys gives you negligible exprience points
- and in some cases even REDUCES your experience points!
- There are more than enough hostile critters around to get you max. experience.
-
- There are a maximum of 16 experience levels. After the 16th level, that's it.
-
- There are a maximum of around 9600 experience points. After that the number will
- not increase. (Examples: 9646, 9714, 9688, etc.)
-
- There are 5 secret doors in the tombs of Level 7.
-
- There are 3 secret doors in the Maze of Silas on Level 4.
-
- On levels 3, 4, 5, and 6, there are areas in the extreme NW corner that you
- cannot get to other than through the door on level 7. This door cannot be opened
- until you have defeated Tyball (i.e. finished all of level 7), and freed the
- prisoners in the high-security cells.
-
- Talk to the knights on Level 4 repeatedly. They know lots of mantras you can use
- to increase your fighting and weapons skills. They do not neccessarily tell you
- these the first time that you talk to them.
-
- Using the Detail setting from the menu can really help if you have a slow
- machine. Cranking the detail down allows much faster/smoother motion. Settings
- are as follows: Very High - full detail
- High - no detail on ceilings
- Medium - no detail on ceilings or floors
- Low - no detail on ceilings, floors, or walls
- For critical jumps, it is very handy to crank the detail to LOW, make the jump,
- and then crank it back up. Especially on slow machines.
-
- To make Rotworm Stew: Get the recipe from the green goblin Lanugo on level 1.
- Don't lose that recipe!
- Assemble the correct ingredients in a bowl
- Then "use" the recipe
- You will see the icon for the bowl change if succesful
- There are more bowls/ingredients on lower levels
-
- Moonstone: Once you have the ability to cast a Gate Travel spell (via scroll or
- runestones) fire one up. This will teleport you to the moonstone area
- on Level 2. There is a secret wall to get out of this area. Pick up
- the moonstone and put it down where ever you want. Further Gate
- Travel spells will teleport you to the stone.
-
- Tombs on level 7: You need to get the Crystal Splinter from Kallistan (in the
- prison cells). Then leave the prison area through the main
- gate and head south, until you can't go south any more. There
- is a secret wall (not a door) that will shatter when you run
- into it. This will not happen unless you have the Crystal
- Splinter in your possesion, and there is no other way to get
- into the tombs. There are 5 secret doors in the tombs area.
- Three of these are located at gravesites that do not have
- headstones. The other two lead back out into the main areas
- of level 7. These two are one-way-only secret doors. They can
- be opened only from the tombs area.
-
- Silver Sapling:
- When you "pick up" the Silver Sapling on level 1, it turns into a seed.
- Find some "dirt" floors, and re-plant the seed. The Sapling will re-grow. This
- allows you to be re-incarnated if you die. Upon death, you will find yourself
- alive once more, at the location of the Sapling. The seed needs to be planted
- only once. Re-incarnations seem to be infinite. You can move the Sapling to a
- more convenient place by picking it up and re-planting (if you wish).
-
- Rawstag will only open the door if you give him a red gem (any type/condition)
-
- To free the prisoner (Murgo) from the Lizardmen, give Ssetharee lots of food (I
- used 10 fresh fish that I caught with my fishing pole).
-
- Give the giant gold nugget to Goldthirst. He will be really impressed.
-
- To raid the Goblin treasuries on Level 1:
- Grey goblins: Throw up a couple of shield spells and just walk in. The guard
- will immediately attack, so be quick. DO NOT counter-attack. If you attack any
- one of the goblins, the rest will all come running to his aid (and you will be
- up against 7 at once). Once you have all of the goodies, leave the goblins'
- area. If you return later, only the guard will be upset.
- Green goblins: Don't let anyone see you. Push the guard into the next room
- and "spike" the door closed. Then wait until nobody else is looking. Open the
- door and close it behind you, as you will be in the treasure room for a while.
- Again, if attacked, DO NOT counter attack.
-
- To use incense: Wave a torch or candle over the block of incense. If done right,
- the block will change appearance to show that it is lit. Now "use" (left click)
- the block, and you will see a vision. Each vision gives you 2 letters of the 6-
- letter mantra. Once you have used incense 3 times, you will have all 6 letters.
- The pairs must now be re-arranged to get a workable mantra that you can chant
- at a shrine (3 pairs of letters, three positions = 6 possible combinations).
-
- There is NO TIME LIMIT to complete the game. You can take as long as you want.
-
- Weapons come in the following calibers: (from worst to best)
- Swords - dagger / short sword / long sword / broad sword
- Maces - cudgel / light mace / mace
- Axes - hand axe / axe / battle axe
- Missiles - sling / bow / crossbow
- Shields - buckler / small shield / wooden shield / tower shield
- Armor - leather / mail / plate
-
- Weapons/Armor/etc come in the following grades: (from worst to best)
- badly worn / worn / servicable / excellent
-
-
- Runestones:
- ----------
-
- Numbers indicate the levels upon which they may be found. There may be more than
- one of the same kind of runestone on a level (as for the "AN" stone), a "*" by
- the level number means that you have to get it from someone (usually by going
- off on some weird quest).
-
- A 4, 4, 4 (means that there are a total of 3 stones, all on Level 4)
- B 1, 3
- C 4
- D 3
- E 6 (behind a barrel,... hard to spot)
- F 6, 6*
- G 3, 4, 5
- H 2, 3
- I 1, 4, 8
- J 1, 4, 4, 5
- K 6
- L 1
- M 1, 2, 4
- N 5, 6
- O 1, 3
- P 2, 3
- Q 4
- R 3, 5
- S 1, 3, 4, 8
- T 5, 8
- U 2
- V 6, 8
- W 3*
- Y 1, 2, 3
-
-
- Secret doors
- ------------
-
- WARNING: Some secret doors (especially on level 7) are ONE-WAY ONLY. This means
- that if you are on on the wrong side of the door, it will not open (or even
- appear to exist at all).
-
- Level 1:
- Door between Grey goblin area and room with levers/pedastals
- Door by Silver Sapling - leads to shrine area
- Door on north wall of hallway in extreme NW quadrant - leads to fountain
-
- Level 2:
- No secret doors
- Secret wall exposed after using Gate Travel to the Moonstone
-
- Level 3:
- Door along hallway in extreme SE quadrant, behind vines - leads to fountain
- Note: you must try to "pick up" the vines in order to expose the secret door
- just "looking" won't work. Fortunately, this is the only place that
- this is neccessary. (Dirty trick IMHO)
- Door in store-room of thieves
- Door at end of hallway by lever in extreme NE quadrant
- Secret area behind waterfall in NE quadrant (swim to it)
-
- Level 4:
- 2 doors behind Roderick
- 3 doors in the Maze of Silas
- Door in room with skeletons/pedastals/switches
- Door behind chest in water area
- Secret area in SE corner of Bullfrog Maze (just jump THROUGH the wall)
-
- Level 5:
- Door in tombs area at extreme East-Central edge of map
- Door in extreme NE corner of map - leads to Cabrius' tomb
-
- Level 6:
- Door in library
- Door at end of hourglass-shaped room
- Door in extreme SE corner (walk down lava channel)
- Secret area accessed by running through wall in East Central area (between the
- eyes). This place is just east of the stairway down from level 5.
-
- Level 7:
- Secret wall in cell of Dantes (allows escape from prison area)
- Doors to allow bypass of prison guards area (short hallway allows bypass)
- Door out of Imps/Golems/treasure area (takes you right to Tyballs' maze)
- Door in area in extreme NE quadrant (by Golem/key/Undead area) - to chasm
- 5 doors in tombs area
- Door out of Tyballs quarters past fountain
-
- Level 8:
- There are no secret doors on level 8
-
- KEYS:
- -----
-
- Level 1:
- Red key in pack at beginning
- Gray keys in shrine area, and at bottom of spiral staircase in West Central area
-
- Level 2:
- Red gem key by stairway off South main hallway - fits Mountainmen doors
- Yellow gem key in Ironwit area - jump off platform through doorway in North area
- - fits door at bottom of spiral path
-
- Level 3:
- Red gem key in NE quadrant by Zak area - fits Red Lizardman doors
- Yellow E-W key in NE quadrant by Zak area - fits Thieves storerooms + door on L4
- Green gem key behind damaged door in West Central area of map - Green Liz. doors
-
- Level 4:
- Key from defeating Roderick - opens secret doors behind him
-
- Level 5:
- Key from defeating black ghost - opens tomb and portcullis
-
- Level 6:
- No keys
-
- Level 7:
- Grey key by Naruto - opens door in Chasm of Fire
- Yellow key in NE corner by Golem - opens door between Tyballs Maze and Lava Pit
- Grey key from main prison guard - opens cell doors, portcullises, etc. (also can
- get this key from defeating Tyball).
- Skull key from defeating Tyball - opens Arial cell, and high-security prison
- cells.
- Yellow key from Smonden - opens door in extreme NW corner to special area
- There is no known key to open doors to the "Evil Undead" area
-
- Level 8:
- Skull key from Carasso - opens door off main hallway in East-Central area
-
-
- RINGS:
- ------
-
- Level 3 - Ring of Resist Blows (obtained by killing one of the Bandits)
- Level 4 - Ring of Leap (by boulders in South-central room)
- Level 7 - Ring of Levitate (in short hallway off Chasm of Fire)
- Level 8 - Rings of Regeneration, Mana Regeneration, Invisibility, Poison
- Resistance, Magic Protection
- Note: 2 of the rings on level 8 are in the small areas you get to from level 7.
-
-
- Unsolved Mysteries:
- ------------------
-
- These are things that I just never figured out
-
- Level 3:
- There is a lever at the end of a long hallway in the NE qudrant. I never figured
- out what it does. (It doesn't have anything to do with the secret door nearby).
-
- Somewhere it is written that there is a secret way to Level 4. I never found it.
-
- Level 4:
- There is a pull-chain outside the entrance to the Knights area in the SW
- quadrant that didn't seem to do anything.
-
- There is a Grey Lizardman running around, who claims that his leader is Iss'leek
- This is strange, because Iss'leek is the leader of the RED Lizardmen (Ishtass is
- the Grey leader). What is this lizardman doing on Level 4, and what do I say to
- him?
-
- BUGS
- ----
-
- Unfortunately, there are several
-
- PROBLEM: Can't talk to anyone below level 1:
- This seems to occur only when someone has the Demo of Underworld, and
- then loads the real game into the same directory. Solution: backup
- your "SAVEx" files, delete everything, re-install, restore "SAVEx"
- files.
-
- PROBLEM: Inventory corruption. There is a patch available to "solve" this
- problem from Orirgin (and available from some FTP sites). It seems
- to help (but not entirely eliminate the problem). There has been
- some mention that reducing the number of items in a container (pack,
- box, whatever) seems to help. There has also been mention that
- nesting containers (i.e. an item in a box, in a bag, in a pack)
- should be discouraged.
-
- PROBLEM: Game crashes when entering the NW corner areas (accessible only from
- level 7). Solution: try dropping some items. Take only the barest
- essentials. Also, if trapped in this area, you may be able to teleport
- out using a "Gate Travel" spell.
-
- PROBLEM: Screen very dark. There is a file called "shades.dat" in the UW
- directory. Rename it to something else (like "shadez.dat") and
- delete "shades.dat". This should brighten things up a bit. NOTE:
- I have not tried this personally, so I can make no guarantees.
- .
-