ULTIMA UNDERWORLD I - Part 3 All you ever wanted to know about the Stygian Abyss A walkthrough by Hazel Bradshaw @~Continued from Issue 30 @~Remember Hazel also kindly provided full maps which have been @~put onto a disk and added to the library. As the solution refers @~to the maps, if you want a copy of the disk, send me a blank @~disk and stamp and I'll send a copy back by return of post. LEVEL 3 1 Stairs up to Level 2. 2 Scroll of night vision. 3 Hidden behind the waterfall is a wand of green acid. 4 Secret door. Y and G stones. (I never found a use for the lever) 5 Teleport - takes you to 6 across the water. 6 Teleport - takes you to 7 across the water. 7 Teleport - arrive only, from 6. 8 FAL, mantra for acrobat (saves damage when you fall). 9 Zak lives here. He is mad about lights. ONO for swimming. 10 Remember this scroll. 'E'and'W' key. 11 Red lizard key. D stone. 12 Lever releases a hostile giant rat every time! 13 Shrine. ORA for unarmed combat. 14 Don't miss the writing on the wall - left, right, centre to open the door. 15 Bandits. Use gold 'E'and'W' key on these doors. 16 Insolent head bandit - pick a fight (spike the door first, his minions will come to help him). He drops a magical red ring of resist blows - wear it. 17 Secret door. R stone and magical wand (missiles). * Take a break here - go and see Shak. You may need repairs if your weapon is no longer excellent. While you wait, swim through the undertow (Level 2 note 31). 18 USE pull chain to open the door. 19 Pick up the skull and look at it, read scroll and book and the message on the wall. S and H stones. 20 Speak to grey Lizardman. He tells you of Iss'leek. 21 Ishtass. Find out all he knows. The remains you found must have been Ossikka. * Go for your repairs, and come back through the undertow, picking up the scroll for Ishtass. He will reward you with a W stone, a red potion and a wand of electrical bolts. 22 Writing on the wall explains orbs. 23 Green lizard key. * Talk to some of the Lizardmen and write down everything they say. They get angry when you don't understand what they say, but just apologise and leave. 24 The green lizard key unlocks all these doors. 25 Sseetharee, the jailer. Talk to him as you did to the other Lizardmen, then leave and talk to the prisoner. He is a mute and he is hungry. Give him some food if you have some, then when he wants to translate for you, give him word by word the Lizard talk you wrote down. Keep going back and forth from the prisoner to Sseetharee until you have as much translation as you can get, then give Sseetharee a huge amount of food and he will release the prisoner. * At the end of this level I have given my translation of Lizard talk, but only use it to check that you have understood. If you betray by one word to any Lizardman that you know anything before you have had a translation, the prisoner will not co-operate, and you will get nothing at all out of him. 26 Way down to Level 4. 27 SAHF for tracking. P and O stones. 28 The red lizard key unlocks all these doors. 29 ANRA for defence. 30 There is a shrine in here. 31 Iss'leek the lizard leader. He has had a translation done for you! When you give him a ruby he gives you YP - spell for walking on water. This is useful because you can run and jump up waterfalls and also fight lurkers with your weapon while on the water. 32 Secret door. If you have enough Search you will find it easily. If not, you will have to pick up the vines and look behind them. USE the lever. 33 Shrine 34 A broken blade - keep it with you until you find the hilt. 35 This area can only be reached from Level 7. 36 You should kill the lurkers on each side before trying the doors. These lurkers are poisonous. 37 Batter this door down and find the key to courage. 38 Use this key to open the door and find the key of courage. LIZARD TALK bica = hello and goodbye! click = no eppa = visit isili = me, I, (us?) kri'kla = lurker ossili = enough (not enough?) sel'a = give, trade sorr = enemy sorra = steal sseth = yes sstresh = help Thepa = Lizardmen thes'click = not like (hate?) thesh = like thit = need tosa = you Urgo = their name for the prisoner yeshor'click = friend yethe = strangle to death zekka = food LEVEL 4 This is a big level - lots of notes to be taken and a lot of hard fights. Don't join the knights' order until after you have defeated Rodrick. You start to achieve at last! 1 Stairs up to Level 3. 2 Linnet - listen carefully. 3 Stairs down to Level 5. 4 Oradinar tells you about fishing pool and gives you a rod. 5 A and J stones. 6 You find a silver ring of leap - wear it always. 7 This is a 'mellow' lurker in Oradinar's fishing pool. Stand by the water's edge and USE fishing pole. (I kept my pole here for future use) 8 I couldn't find how to open this chest. I had to bash it open in the end. C and G stones and a magic wand. 9 Secret room. Scroll gives you a fireball. 10 Use gold 'E'and'W' key. L There is a grey Lizardman here, but I couldn't find out why. All he will tell you is the name of his leader. 11 Q, A and I stones. 12 Kyle and Doris want you to join the Order (later you will) 13 Dorna Ironfist, Meredith and Cecil live here. 14 The Knights' armoury - Dorna will open this for you later. (If you wear all this you will really be weighed down!) 15 Derek - give him the gemcutter you got from Goldthirst for killing the gazer. Take careful note of his instructions for finding the Ring of Humility (Level 5) 16 Feznor - write down all he says, it is important. 17 Trisch - obviously Zak has been at work here. You will have to go back sometime and trade some food for the Taper of Sacrifice. (Click on the taper in his inventory) 18 Ree tells you about the golem on Level 6. 19 Gravestones of two knights. Write down the order from left to right of the gold and silver dots on the 'i's. 20 Important scrolls. (I never found the significance of "The Heights of the North...") 21 Shrine 22 Biden. Listen to his story about Rodrick. 23 The Great Hall. Most of the creatures here are mellow. 24 Ways down to Level 5. 25 Rodrick. He will not attack until you approach him. This is a hard fight - he moves very quickly so don't let him loose. I ran at him and pinned him against the back wall then bashed and hoped he would die first. Eventually, he did! Have a heal potion or spell handy, you can use it during the fight. * When you have killed him, go back first to tell Biden then Dorna. He will be so pleased he will present you with your first Talisman - the Standard of Honour. 26 Lakshi Longtooth - talk to him later. 27 Rawstag. Ask him to open the door. He wants something, but what? 28 In a pile of debris you find 40 coins! 29 Sethar Strongarm is dreaming of his mother's rotworm stew! Go and make him some. Put all the ingredients into a bowl and click on the recipe. He will give you some dragon scales - essential later. 30 A deep hole and no way down. Cast RDK - float down. You find A and S stones. AS - curse your enemy. Find a secret door in the South wall. 31 You can play the mandolin but there is no use for it. 32 M and J stones. 33 There are a lot of headless in here, be ready. 34 You have to jump down (skeletons). You see levers high on the walls. USE pole on the only one you can reach, then jump and reach the next. When you have used all 4 levers you will see a passage. Collect your prize and go down again. Find a secret door to the north-east to get out. * At this stage, I joined the Order of the Crux Ansata. Go and see Kyle perhaps, then follow instructions. * Hear about Lorne and remember the door by Rawstag. Talk to Lakshi about Lorne, then try Rawstag with a red gem and he will open the door. 35 Shrine - and the writ of Lorne. Take it to Dorna and he will give you your next quest. 36 Secret door. 37 Use the obsidian key Rodrick dropped and go into the Maze of Silas. There are three secret doors in the maze. Through one of them you find... 38 The door of precious levers, described by Feznor. The code was given by the gold and silver dots on the tombstones - SGGSSG. In the room you find the grave of Sir Ingvar and the gold plate for Dorna. Take it to him and he will open the armoury. * Speak to the other knights and ask if they can give you any help. Some of them will give you really useful mantras, one of which will be special for your own weapon group. 39 The Bullfrog Puzzle (Feznor). The wand you find resets the puzzle when you make a mess of it! The top button raises a block, the other lowers one. Trial and error was the way I did it. If you want my code, I set both dials pointing to NW, pressed the top button twice and jumped to the ledge you can see to the North East. * SAVE YOUR GAME HERE On my second journey, I hit a bug in the program after going down the stairs at (40) and completing the tombs area below. On my way back upstairs I lost half of my equipment then crashed. This happened twice. If it happens to you, leave this area alone for now. It can be reached with no trouble through a secret door on Level 5. 40 Stairs down to the Tombs of the Abyss (described on Level 5). 41 To find the next puzzle, swim along the East wall and look at your map. You will see the beginning of a hidden passage. Set the dials so that you can jump at the wall (Scroll - to pass into the unseen...) I set the left dial to NW, right dial N and pressed the top button. 42 Orb. If you hold down right mouse button on the orb, you can watch two mages moving about. 43 I assume this is the pool referred to by Feznor. I never found the way down from Level 3. I cast YP and jumped up the waterfall by the fishing pool and filled in all the water on the map. 44 This area can only be reached from Level 7. 45 Talk to the Wisp - he gives you VKC, don't use it! 46 This is the area you saw in the orb (42). L and I stones. @~To be continued next issue - o -