Walkthrough for
ULTIMA UNDERWORLD II: Labyrinth Of Worlds Part I - [Version 1.4]
Written by Mitch Aigner
Throughout this text, the following abbreviations will be used
to reference which level of which world something is on:
Worlds: Britannia (B1 - B5)
Prison Tower
(PT1 - PT8)
Killorn Keep
(KK1 - KK2) plus Alternate Dimension (KKA)
Ice Caverns
(IC1 - IC2)
Talorus
(T1 - T2)
Scintillus Academy (SA1 - SA8) plus Vault (SAV)
Pits of Carnage (PC1 - PC3)
Loth's Tomb
(LT1 - LT4)
Ethereal Void
(EVR, EVB, EVY, EVP) Red, Blue, Yellow, Purple
Okay folks,... here we go.
It starts with a Hint Sheet, to answer the most
Frequently-Asked-
Questions while giving away as little as possible. After that, you are
on your own.
HINT SHEET (what to do if you get stuck) and FAQ's
--------------------------------------------------------------------
Be extra sweet to Nanna to avoid "Servant Strike" bug in earlier versions.
If the servants are not officially all "on strike" you are fine. LB never
does resolve the unrest, but the servants are willing to wait forever.
* Be nice to Praecor Loth to avoid "endgame" bug. Do not attack him.
He can be persuaded to give you what you want peacefully.
* The only speech in the entire game is when the Guardian taunts you.
* You cannot auto-map alternate dimensions like KKA, SAV, and the
Ethereal Void. Sorry.
* Progress in the game is event-driven. Waiting around won't help if you
get stuck. If you have explored every bit of every level that you can
access, and talked recently with everyone who will talk, you are bound
to find some clues that you haven't tracked down yet.
* Items needed for quests are often not in the world where the quest
was first mentioned. You will have re-visit many worlds.
* Talk to everyone (dead or alive) who isn't actively trying to kill you.
* Re-visit all of the above very often for clues. Especially your friends
in the castle. Altara, Mokpo, and Zoranthus are often helpful.
* Spells above the 4th Circle cannot be cast in Britannia. Nystul tells
you why this is the case in one of his early conversations.
* More LORE skill will allow you to identify magic scrolls, wands,
potions, armor, and weapons much more convieniently.
* More skill with your weapon of choice (Sword, Axe, Mace, Missile, or
Unarmed) will quickly improve your combat capabilites. Generally, you
will want to pick one type of weapon and stick with it.
* More CASTING skill will greatly reduce "spell backfires".
* Skill levels in any category will not exceed 30. There is no limit on
experience points (or training points).
* If you see a purple flash, your screen starts rocking, the color map
goes nuts, and your health goes down,... it's not a bug. You're under
psionic attack by a hostile "Brain Creature"!
* If you see a yellow flash, either a spell has backfired on you, or
you have picked up a "cursed" item. If you are wearing a cursed item,
you will take damage each time that you change levels or worlds. Use
the "Name Enchantment" spell, or pay Merzam (KK1), to identify which
item is cursed, if your LORE skill isn't high enough.
* The strange object at the center of B5 is your transportation to the
other worlds. Notice how at least one of its facets is always a bit
brighter than the others.
* The "massive" double door on PT2 does not open. You cannot get
outside of the Prison Tower.
* The "Listener" is found in Britannia (not Killorn Keep).
* There are no keys to open any of the doors in Anodunos. Re-explore the
waterways after the flood.
* You find the wild dreams of Mokpo so bizarre that you have the sudden
urge to write them all down.
* No,... you never do find out what's the deal with the Eleomosynator.
* Turn the pyramid all one color and look around. Many times.
* "Use" the small Blackrock Gems on the larger one on B5.
* In each world, you will hear of a particular place where the Guardian
has worked some magic, or has some special influence. These locations
must be purified!
* Be sure to check out all of the sewer pipes, and the waterfalls.
* The key to the Armoury is hidden in a pile of debris, in a pit, behind
the Reaper on B4. It is VERY hard to find. You must be standing in
just the right place, and be looking at the pile of debris at just the
right angle. Be patient.
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br>
This space intentionally provided so above fits on exactly 2 pages.
SUMMARY:
--------
nbsp; In each of the 8 alternate worlds (not Britannia) there are
always
two things you have to do: A) Find the small Blackrock Gem
B)
Destroy the Guardians place of power
* - indicates what you absolutely gotta have
% - indicates optional ventures, usually worth the reward
^T^ - indicates quests that cannot be completed right away (i.e. you
must travel to other worlds, or wait for certain events to
occur)
Brittania
---------
* - Get the key to the Sewers from Dupre
* - Find the large Blackrock Gem on the lowest level
* - Talk to everyone in the castle often
* - Kill the "Listener" ^T^
Prison Tower
------------
* - Free Bishop
% - Free Milenus
% - Get the Cornucopia from Felix (a "box" which generates food)
% - Free Garg
Killorn Keep
------------
* - Make friends with Altara often (she is helpful throughout the game)
* - Recover the Spellbook of Mors Gotha for Nystul (appears near end) ^T^
% - Talk to Relk (make sure no one is around at your second meeting)
% - Have a drink with Lobar
% - Find the blue Banner of Killorn for Ogri ^T^
% - Discover the history of the Trilkhai for Blackie ^T^
Ice Caverns
-----------
* - Find the lost city of Anodunos and talk to Beatrice the "dire ghost"
% - Talk to Mokpo (he has some interesting visions of the Ethereal Void)
Talorus
-------
% - Replace the Bliy Skup Ductosnore with an improved model
Scintillus Academy
------------------
* - Pass the Final Exam
% - Raid the Vault
Pits of Carnage
---------------
* - Deal with Dorstag (many ways to do this, not all of them violent)
* - Find the Sceptre of Deadly Seeker for Zoranthus ^T^
% - Find a spare "Flam" runestone for Zogith
% - Play a few games with Blog
Tomb of Praecor Loth
--------------------
* - Recover the Horn of Praecor Loth
% - Find the 7 pieces of map (makes level 3 a lot easier)(No 8th piece!)
Ethereal Void
-------------
* - Conquer all four colored worlds
* - Break into (and out of) the Shrine of Spirituality
GENERAL NOTES:
--------------
nbsp; First, a word of warning: Everything doesn't happen the
same
way each time you play a new game. Some conversations and events in
the castle vary (so talk to everyone often,.. yes everyone). Also,
the locations of Runestones varies, sometimes they are not found
where indicated (this seems to depend on the character type that
you selected,... my Druid seemed to find them all where they should
be,... my Fighter didn't). Trainers don't always award the same
number of points per Skill Point (and sometimes using two skill
points in one conversation will pay off better than using one point
in each of two conversations). All in all, there seems to be quite
a bit a variability.
A LOT depends upon your character type. For Example:
FIGHTER: Found 3 Runestones and a Short Sword in secret room (bedroom)
PALADIN: Found 5 Runestones and a Short Sword
SHEPARD: Found 5 Runestones and a Short Sword
DRUID: Found 6 Runestones and a Dagger
FIGHTER: Found 1 Runestone and a wand after killing Liche (PC3) the
first time. Replaying the battle from the
prior saved game
produced 1 runestone, a wand, and a
scroll. Re-playing the
same scenario the third time produce a
wand and a scroll. The
fourth time yeilded 2 runestones, a wand,
and a scroll.
The game is very non-linear. This means that you can't
necessarily
complete each level and go on to the next. Instead, you will find that
you spend a lot of time re-visiting places. Examples are the nasty
monsters in the first few levels of the Britannia sewers (you will
have to bypass some of these battles and return when you are strong
enough to deal with them), or the requirement that you return to the
first three alternate worlds to destroy the Guardians place of power
once you gain the Wand of Altara. In addition, re-visiting these early
worlds later in the game can result in conversation options with the
residents that were not available previousely.
There is no time limit in the game. All occurances in the
worlds
are event-driven (not time dependent). If you are stuck at some point,
waiting around or sleeping won't help. The game progresses only as
certain quests are fulfilled.
Spells of the 4th Circle and above may not be cast in
Britannia.
This is due to the fact that giant Blackrock gem impedes the operation
of magic (Nystul tells you about this in your 1st conversation with
him). Magic works fine in all of the other worlds.
Upon start-up, the contents of the secret room
attached to
your bedroom will vary according to the type of character selected.
The large Blackrock Gem on level 5 will transport you to
the
other worlds. Look for one facet of the gem that is brighter than
the others. If you walk into the lit facet, it will take you to that
world. Only one facet at a time is illuminated, and it will change
to another if you watch it for a while. Not all worlds are accessible
at first. As certain quests are completed, more worlds will become
available to you.
If you are killed while in an alternate world, you are sent
back to the large Blackrock Gem in Britannia. You are also given
full health and Mana points. However,... lots of Experience points are
deducted (up to 500). So save your game often.
Skill levels will not go above 30 in any given category.
You would be well advised to:
1) Improve your Search skills early in the game. (10 to 20 points should
be adequate).
2) Save your game before talking to someone.
3) Talk to all of the folks in the castle often. (and be REALLY
nice to Nanna !! --- see "BUGS" section below).
4) Visit with Altara (KK1) often.
YOUR MISSION:
------------
) Find the small Blackrock Gem in each world. Have them treated by
Nystul, and then "use" them on the large Blackrock Gem (B5).
2) Find the place where the Guardian draws power in each world (and
disable it with the Wand of Altara).
3) Find the Horn of Praecor Loth.
4) Trap an air-Djinn within your body.
5) Destroy the massive Blackrock Gem which surrounds the castle.
THINGS TO DO:
------------
se a "torch" on "corn" to make popcorn.
Use an "oil flask" on a "piece of wood" to make a torch.
Use "pole" (not fishing) to activate switches you cannot reach.
Use some "thread" on a "pole" to make a "fishing pole" (fish
for barter)
(warning: only do this if you have a second "pole").
Use "rock hammer" to reduce boulders to sling stones.
Use "lump of wax" on "thread" to make a candle.
POTIONS:
-------
Yellow - Healing
Red -
Cure Poison or Restoration
Purple - Protection
(Fire, missile, shield, etc.)
Brown - Speed or
Freeze Time
Black -
Invisibility
Colorless - Restore Mana or other (not
listed above)
Green -
Hallucination or Poison
Note: "Basilisk Oil" appears as a "colorless potion" until identified.
GEM ENTRY - Approach Blackrock Gem from just left of:
---------
rom N : Prison Tower - Small Round Gem
from NE : Killorn Keep - Square Gem
from E : Ice Caverns - Diamond gem
from SE : Talorus -
Large Round Gem
from S : Scintillus Academy - Circular prism (OK,.. it's a cylinder)
from SW : Pits of Carnage - Triangular prism
from W : Loth's Tomb - Rectangle gem
from NW : Ethereal Void - Heart shape gem
TRAINERS:
---------
OTE: Some trainers are better than some of the others some of the time.
You may wish to save your game before training sessions to
try to
shop around for the best deal. One Skill Point can be worth anywhere
from 1 - 3 improvement points.
Castle: Syria - Sword, Unarmed
Nystul -
Mana, Casting
Julia
- Traps, Picklock, Repair
Lady Tory - Charisma (do it
quick, she may not be around long)
Patterson - Charisma
Dupre
- Axe, Mace
Nelson -
Lore, Search (do it quick,.. )
Iolo
- Swimming, Appraise, Missile
Geoffrey - Attack,
Defense
Fissif -
Picklock, Stealth, Traps, Acrobat (in prison)
Goblin (B4) - Track (not Rogwump, not
Dripper,.. the other guy)
Tower: Garg - Unarmed
Keep: Lobar - Sword (seems better
than Syria)
Altara -
Mana, Casting
Ogri
- Lore
Pits: Fighters - Axe, Mace (after earning their
respect)
ARMOR/WEAPONS
-------------
isted 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 (Chain) / Plate
Weapons/Armor condition (from worst to best):
Badly worn / Worn / Servicable / Excellent
Jewelled weapons/sheilds are more powerful than regular. In addition, a
"black" long-sword is better than an ordinary one.
Magical Armor/Weapons rating (from worst to best):
Minor Protection/Toughness/Damage/Accuracy
Protection/Toughness/Damage/Accuracy
(no adjective)
Additional Protection/Toughness/Damage/Accuracy
Major Protection/Toughness/Damage/Accuracy
Great Protection/Toughness/Damage/Accuracy
Very Great Protection/Toughness/Damage/Accuracy
Tremendous Protection/Toughness/Damage/Accuracy
Unsurpassed Protection/Toughness/Damage/Accuracy
THINGS TO KEEP AN EYE OUT FOR:
-----------------------------
quot;Pole" (comes in handy for flippimg remote switches, levers, etc.)
"Fishing Pole" (unlimited free food + use fish for barter)
"Rock Hammer" (reduces boulders to sling stones)
"Black Eggshell" from a spider
"Amethyst Rod"
"Grey Rock"
"Basilisk Oil" (looks like a "colorless potion" at first)
Anything made from "Fraznium"
"Horn"
"Banner"
"Purple potion of Iron Flesh"
Dream "plants" (unusual looking plants found at gravesites)
RINGS (magical):
-----
ing of Protection - IC1, Fall off Dam Control tower and enter pipe
Ring of Regeneration - LT3, In large pit with fireballs (secret room)
Ring of Poison Resist. - LT4 (1st Liche room - Morphius)
RUNES:
------
nbsp; Note: not all runes are at the locations given, there seems
to
be some variability in the game, which may be somewhat random (or
may depend on the type of character created: my personal theory). If
a rune isn't found where indicated, try one of the other places.
A - KK1 (Altara after quests), PC2 (pentagram room), SA8 (pentagram)
B - PC1 (after death of Zaria), SA8 (in 3529 puzzle area)
C - T1 (among all the Kal stones), KK1 (Altara after quests)
D - B2 (Nystul's lab), PC1 (after death of Zaria), PC1 (Zaria's chest)
E - B3 (in chest with two Gazers), LT3 (by exit to level 4)
F - PC3 (From liche), SAV (chest), LT4 (Lord Umbria), LT4 (Lethe)
G - IC2 (Anodunos), SA8 (pentagram), PC2 (Earth Golem)
H - PC3 (from Liche), SAV (pentagram), LT4 (Lord Umbria)
I - IC2 (Anodunos), PC1 (after Zaria's death)
J - PC2 (Earth Golem)
K - T1, PC2 (pentagram room), PC1 (after Zaria's death), B1 (Tory dead)
L - B3 (by Fissif), IC1
M - IC2 (Anodunos), PC2 (pentagram room)
N - PC1 (after Zaria's death), LT4 (Morphius), B3 (chest near "haunt")
O - IC1, PC1 (after Zaria's death), B3 (chest near "haunt")
P - B2 (Nystul's lab), PC1 (Zaria's chest), B5 (above waterfall)
Q - IC2 (Anodunos), KK1 (Altara after quests)
R - PT5, IC2 (Anodunos), B2 (Nystul's lab), PC2 (Earth Golem)
S - PT5, SA8 (chest in bedroom)
T - SAV
U - IC2 (Anodunos), B2 (Nystul's lab), SA8 (pentagram)
V - PC3 (behind grey Reaper), SAV, LT4 (Lord Umbria)
W - IC1 (pack by skeletons),SA8 (pentagram), LT3 (by exit to level 4)
Y - PT5, B2 (Nystul's lab), SA8 (pentagram)
UNLISTED SPELLS
---------------
OTE: Unlike the UW1 walkthru (which listed all spells), this version
does not list all spells. This is in the interest of
discouraging
piracy.
1st Circle:
UDP - Bounce (from Nystul's Lab) elastic collisions jumping/moving
BWE - Locate (from scroll in Anodunos) Puts you back on the map if lost
(Note: typically,
this occurs when telporting to new area)
2nd Circle:
QMY - Dispel Hunger (PC1 - from Zaria) gives you that "well fed" feeling
QAC - Valor (PC1 - from Zogith after "Flam" stone) improves combat
3rd Circle:
AKC - Repel Undead (KK1 - from Merzan)
4th Circle:
IAF - Frost (PC1 - from scroll) shoots "cold" balls at multiple opponents
IS - Thick Skin (from UW1) provides medium protection
5th Circle:
ITJ - Rune of Stasis (KK1 - from Merzan) sets time trap
RSY - Mending (PT5 - from scroll) repairs armour/weapons to "excellent"
6th Circle:
WE - Map Area, puts your immediate surroundings on your map
7th Circle:
VPY - Tremor (from UW1) causes small earthquake
KAM - Summon Demon (creates hostile demon i.e. Hordling, Destroyer)
VOY - Enchant Item (KK1 - from Altara) turns weapons/armour "magical"
Note: "Enchant" can be cast multiple times on the
same weapon or
armor for improved
effects, also works to recharge wands.
8th Circle:
VKC - Armageddon (from UW1) destroys everything, everywhere (not good)
VJM - Smite Foe (kills just about anything)
IMPORTANT NOTE: When using the "Levitate" or "Fly" spells:
Press
"E" key to go UP
Press
"Q" key to go DOWN
SHOPPING: (Prices may be lower, depending on Charisma skill rating)
--------
Merzan (KK1) Spells: $175 Repel Undead
$175
Rune of Stasis
Potions: $75
Invisibility
$50
Restore Mana
$35
Greater Heal
$30
Mana Boost
$20
Resist Blows
$15
Lesser Heal
Services: $60 Recharge
Item
$25
Identify item
Note: Merzan will also sell you a Potion of Iron Flesh ($100), or
Flameproof ($60 + 10 bottles of water) if you ask for it
special.
Note: Merzan will also accept gemstones, goblets, and sceptres in
place of cash.
Beware of anyone peddling "Dragon skin boots".
CHARACTER CREATION
------------------
nbsp; I would suggest spending some effort up front in creating a
good
character. Pay particular attention to the Strength attribute. If you
do not have a Strength of 25 or more, you will not be able to wear a
full set of neat "Plate Armor", and still have enough carrying capacity
for all your other nifty stuff.
Create some characters and throw them all away, until you
get an
idea of what a "good" set of stats looks like.
I found Druids, Paladins, Shepherds, and Fighters to be
pretty
good bets.
NOTE: When you create a character, you will start with
certain
skills at certain levels. There is a rumor to the effect that if
"Casting" is your highest initial skill, a "Mani" runestone will be
in your secret room upon game start-up. This will allow you to cast
the popular "Lesser Heal" spell right away.
Recommended Skills:
------------------
nbsp; This is MY opinion about what skills to concentrate upon
developing. Your opinion will certainly be different.
Attack - LOTS
Defense - LOTS
Weapon - LOTS (choose only 1 of Sword / Axe / Mace / Missile)
Mana - LOTS
Lore - LOTS (so you can identify all these neat magical items)
Casting - LOTS (so you don't get so many "backfires")
Search - Little
Acrobat - Little (so you don't get hurt in falls)
You can win the game with no weapons (UNARMED skill only).
Note: Weapon skill is very important (especially in the early game).
When you are engaged in battle, your effective attack, and
defense are both based on your Weapon skill (in addition to
Attack and Defense). In other words, extra points in Weapon
improve BOTH attack and defense, in battle. It also lessens
the chances of damaging your weapon.
EXPERIENCE LEVELS: This lists how many experience points you need to
reach each character level. You cannot get above 15th level. You
can, however, continue to get experience points (and thus Skill
Points) beyond this level. There appears to be no limit. After
you hit 15th level, you continue to get 1 Skill Point for every
150 Experience Points.
Level Exp. Points Exp./Skill pt.
----- ----------- --------------
1 0
50
2 50
|
3 100
|
4 150
|
5 200
\|/
6 300
100
7 400
|
8 600
|
9 800
\|/
10 1200
150
11 1600
|
12 2400
|
13 3200
|
14 4800
|
15 6400
\|/
BRITANNIA
---------
1) Get Sewer Key from Dupre (B1)
2) Convince Fissif (B3) to go quietly (he then becomes a Trainer).
3) Get Armoury Key - In debris pile in pit behind Reaper (B4) (It's
there,.. keep looking), also a magical longsword (pick up the plants).
4) Find large Blackrock Gem (B5). This is used to teleport to the
other worlds.
There are two locked "massive" doors on level 3. One you can get to
both sides of easily, the other requires a key which Charles will find
for you about midway through the game.
Castle Events: Water shortage (resolved after you visit IC2)
Servant's
strike (avoided by taking complaints of Nanna
to
Lord British). NOTE: See "BUGS" !!!
Lady
Tory murdered (unresolved until later)
Charles
finds a key
Nelson
murdered (murderer obvious)
PRISON TOWER
------------
uests: Free Bishop and Milenus
Free Felix and Marcus (and get the Cornucopia)
Free Garg
FAQ: No you can't get through those big double doors on PT2.
1) Pick up the "Food Delivery Voucher" and pass yourself off as the
grocery boy.
2) Talk to Felix (PT4) about eliminating Freemis.
3) Talk to the goblin armourer. Many possibilities here. One option is
to tell him how to make Fraznium gauntlets the easy way (without
asking anything in return). After this, he will lend you a pair on
subsequent conversation.
4) Talk to Borne (PT6) and pass yourself off as the new interrogator
that he is expecting to arrive. He will give you a pair of "Fraznium
Gauntlets", and the password (password varies from game to game).
5) Talk to Borne again and demand the set of keys. He will give you
another password and send you to Janar (PT4). Go to Janar and get
the set of keys.
6) Talk to Bishop (PT8), using the Fraznium Gauntlets to penetrate the
force field. Give him the second pair of Fraznium Gauntlets. Bishop
will then tell you about the Gem that you are looking for.
7) Go back down to Borne and demand that he hand over the Blackrock Gem.
8) Use the keys to release Garg (PT6). Garg will kill every goblin in
the entire tower. You may now pillage at your leisure.
9) Go back to Felix to collect the Cornucopia (box). This box will
generate food each time that you open it (food will appear on the
floor in front of you). The box will operate only for a limited
number of uses.
Super shorcut: Talk to Felix (PT4). Kill Janar (PT4), and take his keys.
Use
keys to release Garg (PT6). You now have free run
of
the Prison Tower.
KILLORN KEEP
------------
uests: Find the Blue Banner of Killorn for Ogri (Praecor Loth's grave).
Find out the history of the Trilkhai for
Blackie. (Wisp in EVB)
Find Amethyst Rod (T1) and Black Eggshell (B4
or LT1) for Altara.
FAQ: "The Listener" is to be found in Britannia (not KK). If you
pay close attention when Altara gives you the special dagger,
she will pinpoint the spot.
Blow out candles and throw away to avoid trap to alternate dimension.
An alternative is to cast an "Open" spell on the locked portcullis.
This will allow you to explore the Alternate Dimension later, without
destroying the trap.
DON'T kill any Brain Creatures that you may find. They are what
is keeping the Keep up in the air. If you crash the Keep, you can still
win the game (assuming that you have the Wand of Altara), however if
you do, Altara will be dead, and you will miss some of the other nice
things that she can do for you.
Talk to everyone (keep in mind that all but one works for the
infamous Guardian). You will have fun with Relk (he attacks you on
your second meeting). Kintara and Lobar can help you to answer the
questions of Mystell.
Ask Altara if she knows Bishop.
Altara is helpful throughout the game, you will want to go back
to her many times. She provides you with:
A) A magic dagger, with which to kill the "Listener" in Britannia.
B) A special wand (made with a "black pearl", "amethyst rod", and a
"black eggshell" from a spider). This wand will destroy the place
of power in each world.
C) Some nice runestones. (A, C, Q).
D) The "enchant item" spell.
E) Lots of good advice.
NOTE: Fans of the game "Wing Commander" may notice a striking
resemblance between the story of the Trilkhai (Blackie),
and the
Kilrathi cat-warriors of WC. In fact,... if you re-arrange
the
letters in Trilkhai,......
KKA: There is a trap (carpet with candles) that will teleport you to
an alternate dimension. This place is designed solely to kill
you,
and there is nothing of value to be found (except maybe a little
experience and a couple of coins). The first part is a narrow
hallway with rising/falling pillars. The hazard here is that they
rise all the way to the ceiling and squash you (dead). The second
part has numerous fireballs flying around. Since you will not
have
a "Flam" stone at this stage of the game, you cannot
cast the
"Fire protection" spell (result: death). If you ride
the pillar
up in the fireball area, there are two buttons and a chain. If
you manipulate these correctly, a third area opens up,... filled
with slippery floors and hostile imps. Walking into the large pit
you find will teleport you back to the beginning of this
nightmare.
Walking into either one of the lava-falls will get you out.