ULTIMA UNDERWORLD II - LABYRINTH OF WORLDS - Part Six Solution by Hazel Bradshaw @~Relevant maps for this section have been put in the SynWin HDD @~Screenshots section, plus the remains of earlier ones that @~apply to the first few sections of this solution (before SynWin @~Screenshots existed!) ... Sue @~Concluded from Issue 41 THE ETHEREAL VOID Four coloured paths to follow, each one ending on top of a pyramid, which you change to the colour of the path you have just done (always finish one colour before you start on the next). Finally, you change the pyramid to gold and reach the Shrine of Spirituality, where you will find the gem and use Altara's rod. *The main difficulty is the number and ferocity of hostile creatures which attack you, often from a distance, so that your first warning is when you are hit! Mana is your life-blood here - fly, missile-protect, fireshield and freeze time will help you most. There are plenty of places where you can rest, heal and restore mana naturally, so save the regain mana for emergencies. Always have a wand or two handy - gazers and brain creatures are very vulnerable to fireballs and imps/daemons can be hit with magic arrows and deadly seekers. As you master the art of flying, you will find it best to chase after things and use your weapon (especially if you have stonestrike) - be sure if you chase something off, it will be back when you least expect it. *A quick word here about brain creatures, in case you think your monitor is playing up! If your screen turns a weird colour and starts to fragment so that you can hardly see the path you are following, you have been hit by a brain creature. You take quite a lot of damage and are vulnerable until the effect wears off, so if you see one of these creatures, try to dodge and cast freeze time and get it before it gets you! *As you enter the Void you see the Shrine and land on a golden path. Turn round and start to walk along the path and you will be attacked by a gazer and two daemons (the gazer will hurt you more than the daemons, so get it first). You will probably want to practise this first entry a few times to master the art of flying and to try out your best way of killing flying creatures (freeze time takes the pressure off when you are attacked by several things at once but doesn't last too long, while missile protect works well against daemons and imps). When you have killed them with little damage to yourself, run along the gold path and take a long jump onto the reception area of coloured tiles, then save. (Use your three save slots in rotation, as you never know when you may want to try an area again to take less damage) *Now you can pause and have a look round. There is a broad green area pointing to a wall and the exit to the big gem. On the whole, if you step on a green area in the Void, it will bring you back here. The four colours on the wall are the colours of the paths you must follow - white comes later, and grey/black is just a ramp. I chose the red path first - the fighting is the most intense you will encounter in the Void but the hostiles are more easily reached and you don't get lost! (1) The Red Path As you start from the reception area along the red path, you see a familiar figure - Mopko (now the Mighty!). Admire his world and he will tell you about it and point you to the Red Hell. The moongates are random - you could go through onto a red path to fight a hordling, brain creatures and maybe a gazer, or you could see the lava at the entrance to red hell itself. Whichever it is, be ready to fly, cast missile protect or fireshield. Here again, you may take several attempts to get it right. Eventually you will arrive at the lava. *This is a square area with fire elementals on the lava and daemons and imps above. SF is a must here and I found flying the easiest way - go for the daemons first, then land for the fire things. (Note that anything huge in the Void doesn't exist, e.g. red bat-skulls, giant hell-hound, fish, Mr.Jaws, eyeballs, skulls, lightning trees). Having emptied the lava area, go into the outer area of red hell and look round. You may be able to rest here in a corner to be strong for the next bit. Save *With a yellow potion handy, go into the central area of red hell. A Void destroyer waits in here and possibly another imp or two. RTP will help. When you have disposed of them, pick up and examine the sceptre you find - this is what Zoranthus wants. Put it carefully away and on no account use it, or he won't take it and you can't win the game! *Rest and save, renew your fireshield and missile protect and fly up through the moongate into another area of lava with a hordling, daemons, imps and bats - not too difficult, you will be getting used to flying and fighting by now. *Through the next (yellowish) moongate you land in swamp water surrounded by lots of 'upset' creatures. You have plenty of time here to prepare. Climb out of the water (if you are wearing your copper ring of resist poison, you will have no problem). Save. This time you will need AT - probably more than once. Fight the land creatures first, then the haunts, then cast YP and go for the deep lurkers. Take the black path towards the next moongate (just look at those skill points!). Rest here if you need to. *Go through to an area of lava and blocks. One jump, then you can walk diagonally across the blocks, another jump and you see a door - surprise, not locked. Through the door, then another moongate, you see spacey twinkles - look down and you are standing on top of a white pyramid. Turn it red by landing on each step in turn. When you have finished, the whole thing will turn red. *Now jump onto the black ramp and go up through the moongate, looking into the orb as you pass. Speak to Rawstag (your old friend from UUW1) and have some bat-meat! Take anything you want from this room and leave by the moongate. You have finished the red path and are back at the entrance. Save (of course) and take a break from the Void. *Take the Sceptre of the Deadly Seeker to Zoranthus (levitate or fly up to the big bridge on level 2 of the Pits). Zoranthus will give you a Djinn bottle and you ask him to repeat his bottle-making instructions to check your notes - aha! He didn't tell you last time that you would need a potion of Iron Flesh. Ask him what would happen if you were to contain the air-daemon yourself. *Use Gate Travel back to the gem and ask Merzan if he will sell you a potion of Iron Flesh. 100 gold! Never mind, you will be able to afford it later. *Use your skill points then go back into the Void. The Blue Path The difficulty here is that you wander about getting lost while being attacked from space by a lot of flying creatures. Brain creatures should be fireballed immediately as already mentioned. *Take the blue path and you see Iolo walking up towards you (you also see a daemon right beside him - don't attack it yet, you might hit Iolo). He will tell you about the Shrine, then he will vanish. Follow this path killing things as soon as they attack you and eventually you will land on a central area of blue and black squares. *Prinx - he does some mime but you don't understand what he wants from you (when you find it, you will understand). Also hovering about here you will see a Wisp (a little group of white spacey twinkles). Speak to it, say that Bishop is free and in return it will tell you all Blackie wants to know about the Trilkhai. Save often in the next section. *You see a lot of blue moongates here and a bridge of moving blocks. Take each moongate in turn - drop a coin as you go into each, it is confusing. What you have to do is kill all the hostile creatures and look round anything that is blue. Note there is one particularly bad area. You go through a moongate and see a fire elemental high up. As soon as you see it cast freeze time and fly and zap it. Have mana boost handy, there may be lots of mongbats up here and a brain creature as well (take care when flying that as the spell wears off you are in a position to land on a blue path!) The moongates and blue paths all eventually land you back onto the central tiled area. *When you have been through all the moongates and there is nothing left to attack you, go from the central area across the moving-block bridge, where you will again be fiercely attacked, this time by a gazer as well. When you have cleared everything, you will realize that you are going around in a complete square. Walk round the inside of the square, looking down and you will notice a little pile of pack, armour etc. which is worth a quick trip. Find a broadsword of Great Damage and a mail shirt of Tremendous Protection, which you could wear as you no longer need a fireproof vest. Go back to the blue path - what you are looking for is a target trampoline and when you see it, look up and see a platform of lava - remember what Mopko told you - "I leap and am thrown high into the air". The trick here is to line yourself up standing on the blue path, drop onto the target and bounce up onto the lava, where you will find a yellowish moongate - go through and see spacey twinkles. Look down and you are standing on top of the red pyramid. Turn it blue, go up the ramp into the blue room. Pick up a bottle of water if you don't have one and anything else you want. Go through the moongate and you have finished the blue path. *Another rest from the Void. Go to Blackie in the Keep and tell her what you learnt from the Wisp - in return she tells you about the coming of the woman fighter, Mors Gotha (Lobar told you about her when you first met him). If you then speak to Beauty or Josie you will find that Josie needs the bottle of water you are carrying. *Back again to the Void. The Purple Path Don't run to the end of the gold path this time - stop when you are level with the purple path and jump across. This path is short and slippery - enjoy! *Follow the path to a moongate (they are random again). If all you find is one purple path after another, turn back and re-enter the gate you just came out of. You will come to an area where you see your friend Blog. See the purple slidey-bits he mentions and take a running jump onto the fluid in the middle. You are carried up and over. *You land in an area of arrows and targets. There is a sleep-walking goblin high up but nothing else. Stand on the arrows you see ahead of you, facing the way they are pointing and run and jump on to the target, bounce up and over, run and bounce on the next targets up and over again on to a narrow purple slide which takes you down, round a corner and through the mouth of a purple Guardian. (If you get lucky and time it just right, you take a flying leap onto the first target, get bounce-bounce-bounced and are carried through in a oner!) *You have travelled back in time to the first Ultima game. This is a small maze with hostile stickmen. Hug either the left or the right wall all the way round and you will reach a moongate - go through and see spacey twinkles, look down and see the blue pyramid. Turn it purple, go up the ramp into the purple room, through the next gate and you have finished the purple path. The Yellow Path Start off saved and in good health, with mana boost, heal and wands handy. Take a running jump on to a yellow path and go through a moongate. There are a few yellow paths and moongates with some hostiles but eventually everything takes you into a big golden maze. There really is only one thing you have to find here (apart from some brain creatures) and that is the way out! *You arrive beside an orb, which shows you some moving blocks. Wander about the lower level, trying to cover all the area - you need to find another orb, which is on a slightly higher level than the first (if you have trouble finding it levitate on to a low bridge and look down, or do some fairly low-level flying). This orb will show you a brass-etched block and nearby you will find Mystell, sleep-walking. Speak to her and she gives you a helpful clue for later, when you will need to find the Sigil of Binding. There is a tile in this area which turns from black to red to green - don't stand on it, you will be taken back to reception! *Take care - there are two hostile brain creatures hovering about here (you may spot a long tail hanging down if you are lucky). It is worth looking for them, as they are much harder to spot once you are up on the top level. *Go looking for the brass-etched block you saw in the orb and when you find it, climb up the steps and onto the upper level - you will need a light up here. Fly about looking for an outside wall and when you find it, keep it on your right (if you haven't killed the brain creatures, watch out for them). *You are looking first for a moongate - save and go through it. There is an area of yellow squares here but nothing to find and eventually you land back in the maze, so you might prefer just to restore your saved game and carry on. Leave the moongate on your right and hug the wall to your right. When you see the moving blocks you are nearly there (don't land on them - they kill you). Make sure you are well and have fireballs ready. *Find a brass wall on your right, follow it to where it meets another and you are above a brass room - with two more brain creatures. Kill them and land. Find some eyeballs and pick two up - these are what Prinx wanted and now you understand his mime! *Go through the moongate - see spacey twinkles and look down. You are on top of the purple pyramid. Turn it yellow, go up the ramp into the yellow room - surprise! Another hostile brain creature. Take enough from here to buy Iron Flesh from Merzan and take anything else you want. Go through the moongate and you have finished the yellow path. *As you come out through the moongate, you see beside you a dull gold moongate which wasn't there before. Go through it and you are back on top of the yellow pyramid. Turn it to gold, go up the ramp and through the moongate and you find yourself high up on the Shrine of Spirituality. Save. The Shrine of Spirituality Look up and see two ankhs. You want to be up there facing one of them, so slide left to the edge of the block and cast levitate. You see at last the Shrine from your dreams and the orbs - cast portal and you are in. Go to the shrine and look down. Take the cool gem and use Altara's rod - the ground shakes. (All eight power lines are now cut). Rest here if you need to then face the pillars, cast portal and you are back on the ledge. Walk round the edge stepping on the green squares until you can step off the edge and back to reception. *Go along the blue path and find Prinx (keep going through the same blue moongate to save a long walk) - give him the two eyeballs and see his delight! He gives you a scroll of fly and vanishes, chuckling. To get back, go through a moongate and look around for a patch of green to jump on. *This completes the Ethereal Void as such but you will be back to find the Sigil of Binding. *Go to Altara now and ask her if there is anything more you can do together. "All Britannia owes thee thanks Altara." *With cash and valuables from the yellow room, you can go and buy a potion of Iron Flesh from Merzan. ('I had something a little special in mind') *Now go back and report to Miranda. Get her to list where the Guardian's power lines have been cut just to see it in writing - she will be impressed! Get Nystul to warm the last gem and go down and put it into the last facet. Wow! that caused a bit of excitement! All done. THE HUMAN DJINN BOTTLE Dig out your instructions from Zoranthus and set about turning yourself into a djinn bottle so that eventually you will be able to blow the great horn of Praecor Loth! (1) Mix basilisk oil with filanium mud and coat container Check that you are carrying basilisk oil and go to the patch of filanium mud on level 2 of the Ice Caverns. When you reach the mud, save. This must be right. Take the bottle of basilisk oil and throw it into the mud (don't USE the oil, you will drink it). You are told "the thick oil permeates the mud." Next, step into the mixture (if you are using YP, click it off, or wait till it wears off) - response: "the oily mud coats your skin". Now Gate Travel back and save again. (2) Immerse container in fiery lava (the hotter the better) Talorus has the hottest lava - go down to level 2 and step bravely into the lava. "The oily mud bakes on your skin". Gate Travel and save again. (3) ".....the Sigil of Binding on the Astral Plane" Check that you have the Djinn bottle from Zoranthus and a potion of Iron Flesh. Go back into the Void, turn right from the reception tiles and fly or levitate onto the nearest white path (clue from sleep-walking Mystell). Go through a white moongate (you know the drill - if you keep finding another white path, turn back and go through the gate behind you). *You see a floating skull and a pentagram. This is a square area with four white moongates and ahead of you a dark block bearing the helpful works " gil of ing". You have arrived. Save of course. (4) Imbibe a potion of Iron Flesh Drink your potion - response "The baked mud hardens into a clear glaze". (5) Smash the bottle Put the Djinn bottle on the middle of the pentagram (seems only fitting!). Draw your weapon, lower your aim and smash the bottle. A flash - and the all-important response "The air-daemon is absorbed into your body and remains there, a faint but detectable presence awaiting release" *Gate travel. When you arrive by the gem, if you see soldiers, you have done everything right and the end-play has been triggered. End-Play The soldiers attack you - their mistake! In the Goblin Tower, Garg has another message for you from Bishop. Mors Gotha carries a spellbook of great value to you - this will be what Nystul has been waiting for. *In Killorn Keep, you find Altara has gone, leaving a letter for you. She repeats Bishop's warnings - Mors Gotha is here, so prepare yourself for a hard fight. The obvious place to look for her is the barracks, as she is a soldier. *Go to the locked door in the barracks and cudgel it open - there she is! Save. After a lot of talk she will eventually call the guards to help her kill you. Freeze time will hold the guards while you fight her, but she takes some wounding so use RTP again. Just when you think you have won, she disappears through a red moongate but fortunately leaves her spellbook behind! Deal with the guards and get the spellbook, which you should take to Nystul as soon as you have rested and saved. *Give Nystul the spellbook - he will ask you first the place and then the time of the original casting, as told to you by Nell at the very beginning (the Throne Room at 4 a.m.). Julia interrupts and then she and Nystul dash off, leaving you to face Mors Gotha again. *This time you fight to the death (with luck, RTP is still on your runeshelf, and your wand of bleeding is handy), then kill the soldiers who were with her. Save here - the end happens so fast you may want to play it again! *Go to the Throne Room where Lord British, Nystul and Miranda are waiting for you. The closing sequence begins - and it is all over (I would have liked to have blown the horn myself, wouldn't you?) *Make a note of your final stats to compare with the next time you play the game! APPENDIX I Where to find the eight small blackrock gems Goblin Tower Level 8, Bishop's cell Killorn Keep Level 2, headless pit Ice Caverns Level 2, smooth ice beside the river Talorus Level 2 - Historian teleports you Scintillus Academy Final Exam Section 8, pentagram Pits of Carnage Level 1 - Dorstag has it Tomb of Praecor Loth Level 1, rockfall north-west central area Ethereal Void Shrine of Spirituality Where to cut the Guardian's power lines Goblin Tower Level 8, Bishop's cell Killorn Keep Level 2, brain creatures' room Ice Caverns Level 2, the fountain in Anodunos Talorus Level 1, the Bliy Skup Chamber Scintillus Academy Final Exam Section 8, pentagram Pits of Carnage Level 1, north central room with trapdoor Tomb of Praecor Loth Level 1, rockfall where you found the gem Ethereal Void Shrine of Spirituality APPENDIX II Where to find the Runes of Magic A Altara, Final Exam Section 8 pentagram, Pits level 2 pentagram B Start, Final Exam Section 8 beginning C Altara D Britannia level 2, Pits level 1 Zaria's quarters E Britannia level 3 gazer place, Tomb level 3 exit F Final Exam section 8 Void, Pits level 3 liche place, Tomb level 4 Lord Umbria and Lethe G Ice Caverns level 2 Anadunos, Final Exam Section 8 pentagram, Pits level 2 secret room (with golem) H Final Exam Section 8 pentagram, Pits level 3 liche place, Tomb level 4 Lord Umbria I Start, Ice Caverns level 2 Anodunos J Start, Pits level 2 secret room (with golem) K Talorus - Runekeeper, Pits level 2 pentagram, (Lady Tory's room) L Britannia level 3, Fissif, Ice Caverns level 1 ghost place by the river M Start, Ice Caverns level 2 Anodunos, Pits level 2 pentagram N Britannia level 3 locked room, Tomb level 4 Morphius O Start, Ice Caverns level 1 ghost place by the river P Britannia level 2, Pits level 1 Zaria's quarters Q Ice Caverns level 2 Anadunos, Altara R Britannia level 2, Ice Caverns level 2 Anodunos S Start, Final Exam level 8 room with orb and chest T Final Exam Section 8 secure vault in the Void U Britannia level 2, Ice Caverns level 2 Anodunos, Final Exam Section 8 pentagram V Final Exam Section 8 secure vault in the Void, Pits level 3 boulders place, Tomb level 4 Lord Umbria W Ice Caverns level 1 skeletons, Final Exam Section 8 pentagram, Tomb level 3 exit Y Britannia level 2, Final Exam Section 8 pentagram *If you kill Zaria in the Arenas, as she dies she drops B,D,I,K,N and O stones. Extra spells which you find on your journey UDP Bounce BWE Locate RSY Repair QAC Valour IAF Frost VOY Enchant KAM Create Monster - o -