ULTIMA UNDERWORLD II - LABYRINTH OF WORLDS - Part Two Solution by Hazel Bradshaw @~As with her Ultima Underworld solution, Hazel also provided maps @~to link with this solution. They have been added to the library @~but if you want a copy, just send a blank high density disk and @~a stamp and I'll forward a copy to you ... Sue @~Continued from Issue 37 THE GOBLIN TOWER This is the easiest of all the worlds - especially if you allow someone else to do all the fighting for you! This is the way I have walked you through - try my way first, then if you want to do all the fighting yourself, restore your saved game and do it the other way (points, but hard). *Start by marking the exit to the gem on your map, then bash in the door. Find in the entrance a grey stone, which you should keep with you, oil (useful later), boots and weapons. Bribe the guard, ignore all insults and keep going up - you can examine everything at leisure on your way down. (1) Security Guard (2) Shut the first door behind you (3) Kitchen level - speak to Janar, then go in and talk to Felix. He will tell you all about the Tower and its special prisoner and will offer you a reward (which you should collect later) for a job which you need not do. (4) The Smithy. Listen to the Smith and tell him how you would go about the job - in return for the password. Break off your conversation, then speak to him again - he will be so grateful to you that he will give you a pair of the gauntlets. (5) Captain Bourne's quarters. Take advantage of his mistake and bluff him into telling you about the prisoner, then promise to 'crack' him. Take the gauntlets Bourne offers you. *Give the password to the guard using the "other ..." option and go upstairs. In the big guardroom go right round to the east and use the pull-chain (which you will have to use on the way down as well) and go up to the top level. (6) Wear the gauntlets to get through the forcefield and meet Bishop. Pay attention to what he tells you, especially about the 'sorcerous lady high up...' Give him the spare gauntlets and he will tell you of a small black jewel which you must find. When he has left, go back through the forcefield and leave the gauntlets on the floor for next time. (7) Be ready for lots of hostile mongbats *Go back to Bourne and ask for the other keys - 'an order from the Guardian' - and he will give you the codeword. Get the keys from Janar in the kitchen area. (8) Go up and release Milenus after listening to his story. (9) Now go and meet Garg. Have a chat, release him and listen! The tower is now yours to do with as you wish. You should collect up all the coins lying about and upgrade your equipment (but never change anything magical for ordinary items, even if they are in better condition) *First, go into Bourne's quarters and look for the black gem Bishop told you about. Using the keys you find on the floor, open the chest and find a purple potion of missile protect and read the Guardian's letter. (If you go up to the guardroom again you will find lots of equipment) *If you opted for unarmed combat, note that Garg will train you. (10) Visit the armoury on the way down and empty the square box, learning RSY for repair. The chests here are spiked, so use a key to open them and take no damage. (11) Find a wand of magic torch in the debris. *Talk to Felix and accept his gift - it will serve you well. Go through a door at the far end of the kitchen and find an axe, food and a hostile rat. *In the rooms below the kitchen find an excellent light mace, food, coins and equipment. *Remember all the food that is lying about - you can come back for it later. *The tower is finished now unless you want to do it again the hard way, in which case don't release Garg - at least, until you have finished fighting! *You could leave your pack of coins, gems, goblet, etc. on the floor beside the big gem until you need it as it will be too heavy to carry about all the time. *Using the quick route, go back to Miranda with your news. She tells you the servants are unhappy so you will need to go and sympathise with Nanna (agree with everything she says), then go to Lord British and plead her case. Once you have done this, don't go back to him again - he will accuse you of pestering him, and you could trigger a bug in the program which prevents you from winning the game. *Take the cool blackrock gem to show Nystul - he will warm it. *Spend your skill points on some training (maybe some lore this time, if your fighting is going well) *Now that you are stronger, you might like to have a go at the gazers on level 3 (if you are not ready yet, leave them till after Killorn Keep). Best approach here is to use a purple potion of missile protect (a little arrow appears on your shelf) and have IBM ready to cast. Run fast and jump down into their cell then try to pin one against the wall and attack it with your weapon. Save when you have killed one, then do the same again with the other. Now jump up and bash open the chest (it takes a lot of bashing) and get the precious E stone, a lantern (which you should equip), a colourless potion, chain gauntlets, coins and a sapphire. Crowns are useless. *Go back to level 5 and USE the warmed gem on the Goblin Tower facet of the big gem - note that it is now permanently lit. One down, seven to go! *You will notice that two more facets of the gem are now flashing and therefore open to you. Save as before and take the facet next to the Goblin Tower when it lights up. KILLORN KEEP - the Castle in the Sky This is an ancient world, the layout of which is somewhat similar to Castle British. Here you will find Bishop's 'sorcerous lady....' Altara, trainers and merchants and you will be given several quests. Notice that cats can talk! There is someone in the castle who will eventually attack you, so don't get taken by surprise (have IM ready to cast). Level 1 (no light needed here) A guard may approach and point you to Mystell, who is in charge. (1) Entrance hall with merchants: Aron - big talk, useless stuff, Bishay - bad-tempered and unwilling, Merzan - he is important to you. Talk to him - find out what he sells. Speak to him again and say you want to ask a question. Ask him what kind of payment he will accept - now you have found a use for the valuable items you keep finding and as long as you don't 'snap' a wand, he will recharge it. (Note that there are two emeralds and one sceptre of restore mana in the game, don't trade these by mistake). Haggle - if you over-pay, I'm sure he will take it! *Speak to Relk, the captain of the guard - he obviously knows who you are and wants to see you in his quarters. *In a small room to the north-west of the hall find an axe and some meat. (2) Lord Thibris - let him enjoy his memories! He will tell you of Praecor Loth, the great tomb in the cliff and a great horn of extraordinary power. (3) Lobar - a young drunk, disappointed with his lot until you change his life! Have a long chat - hear about Mors Gotha and Mystell and take notes about the virtues according to the Guardian. Also note that Lobar is an excellent sword-trainer - usually two points added to your stats for one skill point. (4) Kintara - her story will provide you with cover - take notes. Don't be conned into buying those ordinary leather boots! (5) Ogri - another old man with a story to tell. He gives you a quest to find the lost blue Banner of Killorn and in return he promises to tell you secrets about the Keep. He is an excellent teacher of lore - again two stats for one point. (6) Stables. Chirl, the keeper - much less smart than his charges. Meet Blackie, the leader of the Trilkhai, and learn her sad story. Speak to Josie and Beauty. (7) Relk - he asked you to visit his quarters. If he is in, he will talk then fight to the death (hopefully his!) If not, you will have to seek him out - but don't fight him in the big hall or you could end up fighting the merchants. Back off into a corridor and fight him there. *Next time you speak to Lobar, you will find him promoted and happy now that Relk has gone and one of the guards may approach you and tell you Relk was not well-liked. (8) Altara - 'a sorcerous lady....' Be sure to mention Bishop or Altara won't want to talk to you. Learn of the Listener in Britannia and take the special dagger. Altara can train you in mana and casting. (9) Mystell - dangerous. You should save here because you must get this right. Use Kintara's story and Lobar's info about the Guardian's virtues (if you don't have it, ask for time and go and get it) and agree to spy on Altara. (10) The barracks. Locked chests contain poor quality spare clothing, etc. You don't need to open the locked door until later. (11) Find a secret door, then another. You find stairs down to a small section of level 2. Speak to the guard then leave - you will come back much later. (12) Pick this lock and find armour and equipment. *Now go through the kitchen and take the main stairs down to level 2. Level 2 (1) Empty the barrels and find a key (stained with acid) (2) Look through the portcullis and see some lit candles (3) Secret door (4) Save here - there are two ways of doing this next part. The simple way is to move the candles on the altar and walk into the headless pit. *If you don't move the candles you will be transported into a kind of nightmare. Use purple potion of fireshield then run across the altar, through the floating skull and up some moving blocks (some of the blocks don't move - stand on these and run quickly over the ones that do move or you seem to be squashed on the ceiling) until you find a black path, which will lead you to a black area with lava and fireballs. Here you will see an elevator block which will carry you up to some switches (save here and use purple potion of missile protect). Press the two buttons and the lever and a way will open up behind you. Zigzag up purple slippery squares, dodging the daemons, until you reach a square area of lava at the top. There is a hole in the middle of the floor which you must avoid - it takes you back to the elevator area. Instead, hug the walls and you should end up in the pit with the headless. You get extra points for doing all this, but it is not necessary. (5) Headless pit - find the cool blackrock gem, coins and longsword. (6) Bash this door open (7) The red ring is cursed. Empty the barrel and find lockpicks and a wand of magic arrows, then go back up the stairs. *You have done all you can in Killorn Keep for now, so you should go and find the Listener Altara told you about. You will find walls of lava beside a body of water on level 4 of Castle British, so hold Altara's dagger in your weapon hand and walk along the wall of lava until you find the path. Go along the path until you find the daemon and kill it with the dagger. *Go back to Altara - she is alarmed that you killed Relk. Offer her refuge in your world and tell her you have killed the Listener. She will give you a black pearl and ask you to get a dread spider's black egg and an amethyst rod. Accept the A,C and Q runes gladly. *Report back to Miranda - she points you at Feridwyn and Dupre. Take the new gem to Nystul for warming and then go back to level 5. *You could add some more bartering items to the pack you have left on the floor here. *USE the warmed gem on the Killorn facet. Two down, six to go! *Now save, line yourself up and walk into the next facet as it lights up. THE ICE CAVERNS You do not need a light here Two big, fairly empty levels of snow, ice and water. Here you have to master the art of moving on smooth ice and the trick is to move slowly. Keep your cursor in the middle area of the screen and make small, jerky movements to stop, turn, etc. YP helps, especially for the holes in the ice, but don't go too fast and start crashing into walls or you could have to give up and restore a saved game. There are yeti, who throw damaging snowballs at you, snow-cats, really tough worms and some skeletons. Level 1 Mark the exit and cast YP (1) Skeletons, who drop a lot of useful items, the most important being a W stone, axe, oil, scrolls, food and a map-piece which you copy into your map (read the writing, then erase it - you can't see the map properly). Read about the lost city of Anodunos, which you must find. (2) Rock-hammer (carry this with you always) (3) Yeti (the best way to fight them is to close the range quickly - the snowballs hurt you more than the yeti), red potion and colourless potion of restore mana (4) Yeti, axe, gem, wand of frost (5) Lots of tough worms (6) Purple potion *Take the stairs down to level 2 Level 2 (1) Talk to Mopko the mad. It is not all rubbish - listen to what he says about jumping high from a long blue pathway and climbing high over a golden maze. (2) Yeti, yellow potion (3) Find the cool blackrock gem (4) YP, kill the lurker, map the river, then land at (4) (5) Be sure you are in good health here - there are three yeti to the east of you and a smooth ice floor between. Creep along the wall and fight the yeti on the firm ground at the entrance to their lair. (6) Watery mud - mark it, it is special. *Now cross the river, go north to the waterfall and land. (7) Take the tunnel up to a different area of level 1. Level 1 (7) Sentinel 868 will tell you about the dam controls to Anodunos, then you will have to kill him to get the key. (8) Through the door, use the first lever and go to the next (9) Use the lever to open a new passage (10) Jump across to the controls and save (11) Pick up and read the instructions, filling in the gaps. *Find the key. With all the levers up, go through the teleporter and map this bit of the maze. No key? Go back and press the button, then back and get the key in a new bit of maze. *Now to find the door! Which is the second lever? This took me ages of trial and error, but finally this worked - press the button (make it grey) then leaving the chain up, lower the other two levers. Through the teleporter, turn immediately right and carry on until you find the door on your left. (12) Unlock the door and pull the main flood chain. *Now you have to find out what you have done and the best way would seem to be to map the waterways. *Go back to the control island at (11) and jump into the water. YP west, then north through some drains, landing at (13). (14) Ghost, ring of protection (wear it), O and L runes, red gem, coins. *Back to mapping the river - east this time. Jump down the waterfall, go north then south and you are back at the bridge near (7). Now go south on the river, take right fork and back to (11). Turn back south and go through a drain at (15). Level 2 (8) Down the waterfall from (15) you land on level 2 at (8) *Go south until the river forks, then north. Notice a new landing place opposite the ice tunnel. Land and follow the path until you reach some more water -I still had YP left, so I mapped this new area of water. (Don't go through the drain to the south here - you will be back near (8)). Hop over the bridge and map the bit of water to the north, then go back to the path you came up. (9) You have found the lost city of Anadunos. A friendly dire ghost will hover over you - speak to it and meet Beatrice, who was ruler here. Learn the sad story of the Guardian's cruel destruction of this once thriving city and promise Beatrice that you will help her find rest by preventing the Guardian from drawing power from this place. Wander round mapping the city, noticing that most of these massive doors are locked. There is a purple potion of shield in a corner to the north. (10) Go through the ice tunnel to the east. Through a door find I, Q and M runes, a wand of smite undead, a scroll with a (useless) recipe and a new spell BWE - locate. This tower shield is cursed. (11) Unlock the secret door using EY (save before using EY - it could backfire and take all your mana). Use the orb until you can see nothing more. Find G, U and R runes and a sceptre. Empty the chest and find 30 coins and a gem. Go back through the tunnel to the locked doors. Open the massive doors if you can (I found EY backfired on me here) but the only door really worth opening is a 'sturdy' door which can be bashed open. (12) An important scroll tells you that the mud you found in the south-east is filanium mud. Bow and arrows. *You are finished in the Ice Caverns for now and should go back to the big gem. Down-river from (8), taking the first landing on the right is the quickest way back. *When you come out through the gem, notice level 5 has begun to freeze up. *Up to level 4 of Castle British now to get an egg for Altara and kill the spiders (grab the egg and run out of the cave, then you won't get surrounded). Then (fit, full of mana and saved) go and get the headless next door and find a lantern, etc. *Back to level 5 is the quickest way to report to Miranda. *While you are making your report, you are told the sad news that Lady Tory has been murdered - you will have to go round and talk to everyone. Take the new cool gem to Nystul, get some training then go back to the big gem. *Use the warmed gem as usual. Three down, five to go! Line up on the next facet and go in. @~To be continued in Issue 39 - o -