ULTIMA UNDERWORLD II - LABYRINTH OF WORLDS - Part Three Solution by Hazel Bradshaw @~Hazel also provided maps to link with this solution. Ones @~relevant to this part are in the screenshots section (SynWin HDD @~only). They've also been added to the library - send a blank high @~density disk and a stamp and I'll forward a copy to you ... Sue @~Continued from Issue 38 TALORUS Save, and mark where you land - the gem exit is above you. A strange world this - bouncy pads and slippery slides, psychedelic walls and ugly, friendly vorz. As you walk about talking to people, the story unfolds of a busy little community being cleverly ruined by the Guardian for his own ends. In order to get the blackrock gem, you will have to put everything right for the Talorids, so sharpen your pencil, put up your sword (for a while, anyway) and prepare for some strange conversations! Level 1 Fill in your map before you start the conversations. The vorz get in your way and bouncing up to the higher level is a bit tricky (you keep hitting your head on the ceiling) - jump on the gold pad and hold down both mouse buttons. You take damage if you go too fast down the slides, so once you have finished your map, don't use them. T - the spacey twinkles teleport you around the four corners. (1) This weird room doesn't seem to do anything (2) Use light spheres like torches. If you put a spent sphere on the gold pad then use the switch, it will be recharged. (3) The amethyst rod for Altara. Don't pick up any of these crystals or artefacts in case they confuse you later. *When you have finished mapping, go and talk to the Talorids. Take notes - some of the conversations will not be repeated. It doesn't matter where you start as you will have to go round again anyway. Keep trying all the conversation lines until the first Talorid can learn how to speak to you. (4) Runekeeper - lots of K runes. Not important. (5) Data Integrator - important later (6) Bliy Skup Ductosnore and behind him the special chamber (later). (7) Historian - offer to help him and he will help you later. Note that the crystal you need (EDY2) is by the lava on level 2. This is the original Ductosnore crystal. (8) Futurian - now you begin to understand. You also understand that the vorz are going to attack you. (9) Go into Futurian's back room to get your crystal - notice that all these crystals look identical. Put this one somewhere safe (like your food bag!) with the scroll to identify it. (10) Eloemosynator. Not important. (11) Dialogician. Makes correct speech for people - you will need his help later. Go into the back room and read some scrolls - you find one warning that the vorz will become more aggressive. *Go down one of the holes to level 2. Level 2 (1) Vorz Ductosnore - tells you about vorz. He has a delgnizator - steal it! (2) Find the crystal you need on the edge of the lava (keep it away from the other one). *At the northern tip here you catch a glimpse of a sceptre under an overhang - cast telekinesis to get it (it is a sceptre of shockwave). *You now have the two crystals and the delgnizator you need to take to the Bliy Skup chamber. You have to go to Data Integrator to learn how to use the delgnizator - no good, you need an interpreter! Back to Dialogician. He gives you a scroll for Data Integrator, who gives you your instructions. *Time to go and kill Bliy Skup (notice he turns into a bouncy ball!). The inner chamber opens up - go in and save, you have to get this right. Perform the four actions:- l. Crystal from lava into purple hopper 2. Delgnizator onto centre blue circle (jump up) 3. Controller crystal from Futurian into yellow hopper 4. Pull the chain in the corner If you got it right - hey presto! a new Bliy Skup Ductosnore is created. Chat to him, suggest he speaks to Futurian and leave him to his work. *Back to Historian - one good turn... He sends you straight to the cool gem. Step on the gold pad and walk safely back across the lava. *You have finished here for now, so mop up some vorz and go back to the big gem. *Take the amethyst rod, black eggshell and pearl to Altara in the Keep. She creates and gives to you a special, pearl-tipped rod and tells you how to use it. *Go back now to Miranda. Usual routine - gem to Nystul, use skill points and go back to the gem. *Use the warmed gem on the Talorus facet. Four down, four to go! SCINTILLUS ACADEMY - Final Exam for Mages Have your mana at full strength before you start. The real test seems to be to solve puzzles which would be simple with magic - but you must not use it! There are 8 sections in the exam - if you like puzzles you will enjoy it (apart, perhaps, from section 6) and you will have a short trip into the Ethereal Void. Section 1 (1) Read the scrolls. Your mana will not refill, so save it! (2) Elster. 63 years of waiting (note that you can get out) A useful tip here for the last section of the exam 'count from the red squares'. (3) A vending machine which works. Read what's on offer by turning the dial, put gold on the shelf and pull the lever. (4) 3 portculli, 3 pressure pads and a handy gold coffer. Place the coffer onto each pad in turn to open the doors: A. Take your time here - walk to the end of the passage and stop, turn and look. A glowing T rune (freeze time) hangs over a pressure pad, which causes crossbolts to be fired at you. There are 20 arrows on the shelf. Save, then touch the rune before you step on the pad, then when you can move, step forward, grab the arrows and run. B. A useful place of perpetual fights, if you want to improve your character. Stepping on X causes a mongbat to appear. 1 mongbat = approx. 15 points, 150 points = 1 skill point. (If you get your lore points up to about 20, you will be able to identify most of your items without having to use mana) In the corner are mail leggings of Additional Protection - worth wearing. C. Takes you to Section 2 Section 2 Equilibrium and Non-Local Casualty Remember not to use mana. Move slowly - get out of the water to the south. (1) Button (opens door at (2)) wand of paralyse, brown potion, sword (2) Portcullis - locked till you press the button at (1) (3) Wand of cause fear somewhere here (4) Pack with some food, dagger, torch (5) Part 2 - synchronisation. Save here and get across without taking much damage. The wand on the moving slabs is no use. (6) Through the exit. Section 3 Psychokinesis and Terraforming (?) (1) Pick up your wand of telekinesis. A room full of blocks surrounded by lava. The object is to get to the exit due north of you without falling into the lava. Jumping is easy with the shift-j routine (it is still worth saving a few times on your way across!), and you see buttons on the east and west walls which raise and lower the blocks. Using the wand of telekinesis on the buttons, you can find your way across, but don't miss the wand of name enchantment at (2) - it is extremely useful and is the only one in the game. *If you want my route, it is: N, W, W press button A (takes you down), N, N, pick up wand. E, E, S, E, E. Using 3 to look up, creep backwards and use wand on button B (takes you up). W, W, N and out. *Please leave your wand for the next student - if you don't, it will disappear! *You could press any of the buttons and jump about filling your map if you want to. Section 4 Spatial Reasoning (or how to get to what you can see!) A biggish area of walls and steps - rely on filling your map to make sure you have been everywhere. There are items to find and some hostiles. (1) South-east tower. Key with serpent (below is a cursed mail shirt) (2) Vending machine (3) Pack, dagger (5) North-west tower. Key with scratches (6) Cudgel of great damage (7) Mail shirt (8) Ghost and magical hand axe of great damage (high up), wand of mass confusion below (9) Exit - serpent key first Section 5 Effects and Constraints Levers A, B and C, each with a pressure pad in front and a broad hint - a pole in the corner. To open the locked door at (2) use 1 and creep as close to the levers as you can without stepping on the pressure pads, then trigger each lever with the pole. (1) Moonstone, gauntlets, wand of fireballs. Pull the chain and a skeleton appears. Locked portcullis. (2) Open the door as explained above (3) If you use the button here, you will not be able to jump across the gap - you fall into a pit with a headless, colourless potion of night vision and scroll of water walk. Teleport up, press the button again and get the key. (4) Use key to open the portcullis - go through to the exit. Section 6 Risk Avoidance (or, don't step on the gold squares!) The headless here is peaceful (1) Key, sack with yellow potion and wand of detect trap (2) Read the notice and be warned. (I have marked gold squares with an x) You are entering an area of teleporters and traps. Save often. There are several small, separate areas and as you land in a new area, map it all before using a blue pad. Keep a note of where each blue pad takes you and gradually fill your map and visit each area. It is far too complicated for me to talk you through every blue pad, so I have marked the direct way out for you but if you take it you may miss out on something! To reach the exit take A - B - C - D - E, noting that there is no way back once you have gone through E. (3) Vending machine (4) Secret door. Save here. EY opens the lock (if you need two, restore and try again). You can only reach the brown potion before you use the switch, then you drop into the hole. Pressing the lever down below bounces you up but to stay up you must use the high switch as you bounce, which you can only do after drinking the brown potion, which turns out to be freeze time. There is nothing to find down the hole and you take some damage bouncing up trying to reach the switch, so why not restore your game, forget the hole and keep the potion (which could some day save your life). Section 7 Nonreversible Processes Another area of blocks but water this time. Again you have to get across to an exit but you can't see how many blocks there are or where the exit is, so start by killing the lurker at the end of the path and go for a swim. (1) Land and pick up a key (2) Yellow potion Starting to the south from here, swim around a bit so that you can see the exit on your map and how many blocks there are, then land and save at the top of the path. All the blocks have arrows on the top and you should make a chart on which you can mark the direction of the arrows (some of the ones you can't quite see will be told to you if you click on them). Stand on the nearest block and notice that the block towards which the arrow is pointing has gone. To fill in your chart you have to keep hopping about, writing more arrows as you see them, restoring your game until you have a complete set (or use my route!) Starting at A (lining up carefully and saving from time to time), go E, E, N, N, W, N, N, E, E, E, S, S and out. (3) Way out (4) Use the key you found at (1) and go through the door. Section 8 You start in a square area with a teleporter. Look up and see galleries all round - each one has a red square and several teleporters. You have to find the right one on each level to take you up to the next - when you get it wrong, you land back at the start (with a hostile). (1) Plaque reads 3:5:2:9 - remember the clue from Elster 'count from the red squares ...' Also find here a Bet stone, chain cowl, battle axe and empty pouch. T Teleport to the next level A. Red square - count 3rd teleporter from A, starting to the south (2) Wand of frost B. Red square - count 5th teleporter from B, starting to the north C. Red square - count 3rd (why not 2nd?) from C, starting to the north (3) Arrive at new area (4) In the orb you see a pentagram with a blackrock gem. Empty the chest and find a Sanct stone, wand of deadly seeker and a dagger. Read the scroll about V and T stones. In the next room find a light mace of unsurpassed accuracy, a yellow potion, scroll of sheet lightning and scroll of dispel hunger. (5) Chest and secret door, both locked. Find a key tucked behind the bed but it doesn't fit. Pick the lock on the chest. Read the scroll and realize that you will have to go and find the special vault in the Void. Use some mana on the secret door - you need the circlet. (6) The pentagram you saw in the orb. H,A,Y,W,U and G stones and the blackrock gem. This looks like the Guardian's power place in the Academy. (7) The key you found behind the bed fits this door and the next one through the white moongate - you are now in the Void. (Realize that you will now be able to restore mana normally as you are no longer officially in the Final Exam, so don't be afraid to use spells) Also notice that you have no map or compass! *You see a T rune (freeze time, remember) and a fireball, so use AJO (dispel rune), dodge the fireball and go ahead. As you reach the end of the path you see a button in the distance, then find a locked door. Either cast EY on the door or OPY on the button and go through. Walk to the end of the white path and stop at the water. Save here as you could easily get lost. *Cast YP and take to the water - you are looking for a switch. Go straight on from the end of the path then R,L,L,L,R,R,L. Use the switch and hear a door open. Save again. Now you have to find the door. With your back to the switch go R,R,R,2ndL,R,R on and the door is on your left. Save again. *Go through the door and find another door - surprise! locked. Now you have to find a switch and then get back to the door - sounds easy? It helps if you drop items on the path as you go, especially just before you make a turn, then pick them up as you come back. Turn left and follow the path. L at first junction, follow path, R at next junction and immediately R again after only one step (if you go too fast, you may not notice this turning). Take next R, then keep straight on at the next two junctions. You find an orb and a switch. See the locked door in the orb, use the switch, see the door opening. Now go back to the door. *Go through onto a purple area and see a red moongate (red for fire). SAVE. The next bit may take a few tries. *Use a purple potion of fireshield and go through the moongate into an area of hot lava (don't hang about!). There are three doors here and in the far corner a purple moongate (you can go through this and arrive at the same place if you find the three doors impossible, but no points!) In the room on your right is a key and a big, hostile hordling, which is not too difficult to kill (have a yellow potion handy). Get the key and save. In the room straight across from you now is a pull-chain and a daemon. Kill the daemon, use the pull-chain (opens the third door) and save. In the third room is a despoiler (he is tough). You can go into the room, use the key you found on the door, open it and go through with a bit of luck without the despoiler attacking you, but if you want to have a go at him (nearly 200 points!) save with the door open and use some kind of shield. Have a red potion or scroll of cure poison ready - if he poisons you it will be critical. *Through the door, go through a purple moongate and you land in water. Turn to your right and find a white path. Follow this path round to the left and keep right on to the end but don't turn again - then step off the end of the path into blackness and keep walking (trust me!) You arrive on a white platform with a chest - open the chest and find two F stones (keep the spare one in a pack), coins, a goblet, black pearl, emerald and two colourless potions of Basilisk Oil. (You only need one, which you already have) *Now with your back to the way you arrived, move sideways to the right side of the platform and walk forwards. A new path will appear, barred with a forcefield. Put on the fraznium circlet from the secret room and go through. You see nothing - but this is obviously the secure vault. Click around on the floor - it will open up to reveal treasure indeed - the powerful Vas and Tym stones, wine of restoration and an excellent jewelled axe of Fire Doom - this may be the axe-person's ultimate weapon since it is in the vault. *You now have all that you came for, so go back along the white path until you feel a jerk and see the door you first came through and the fireball. Stop, turn round and go through the yellow moongate behind you to arrive back at the Academy. *You have finished the exam so go to the Pentagram at (6) and try out Altara's new rod. The ground shakes! (One power line cut, 7 to go!) (8) Find the exit and leave through the gem. *Time now to report to Miranda, who sends you to Charles. He gives you a key which must fit the locked door on level 3. You will have a lot of skill points to use and a gem for Nystul to warm. *Go down to the locked door on level 3 and open it with the key from Charles. There is a chest down below which takes a lot of smashing and the ghost has the key, so the best thing to do is to kill the ghost first and then go down to the chest. Have a scroll of cure poison or leeches ready, and a yellow potion. Open the chest, finding your last runestone - Nox. Also find a ruby, a moonstone, coins and a sceptre. ___________________________________________________________ A word here about moonstones and Gate Travel. Now that you have two moonstones, if you leave one beside the big gem and always carry the other, you can save yourself a lot of walking. The way it works is this: prepare a spell of gate travel (VRP) on your rune-shelf and open your pack to where the other moonstone is visible. Cast VRP on this moonstone and you are instantly back at the big gem. (Don't try it in Britannia - it is a 6th circle spell) This spell does use a lot of mana. ___________________________________________________________ *Next go down to level 4 and get that reaper. Use your wand of fireballs - how easy it is with the right weapon! Find a sapphire and the key to the armoury on level 2 (down a sort of gully). *Go to the gem now and use the warmed gem on the Academy facet. 5 down, 3 to go! *I went into Killorn at this point and got my wands of name enchantment and fireball recharged and bought a potion of restore mana to use some of those heavy coins. *Now you should go and cut the Guardian's power lines in the three worlds you have finished - Goblin Tower, Ice Caverns and Talorus. *Go into the Goblin Tower and have a word with Garg on the way up (he gives you a letter from Bishop) and go into Bishop's cell, using the fraznium gauntlets. Use Altara's rod (the ground shakes), come out, change your gauntlets and go back to the gem. *Next, go into Talorus and use Altara's rod in the centre of activity there (the Bliy Skup chamber). *Then go into the Ice Caverns and use the rod on the fountain in the centre of Anadunos where Beatrice told you it all began (have a word with her while you are there and be glad you have brought her peace). Notice as you come out through the gem that level 5 is no longer frozen. You have now cut 4 power lines - 4 more to go! *Now save as usual and line up on the next facet of the gem. @~More next issue - o -