Dungeon Solution for Ultima IX

Almost all of the dungeons of Ultima IX have the same goal: to find the glyph inside the column. Sometimes there are extra tasks, but this is the main reason to enter them. The dungeons of this game are tedious and at times annoying.

Despise
Despise is the first dungeon in the game, and therefore it also is the easiest. The path is linear and there are no difficult puzzles or fights.

After entering, first free Castro and Felix at 05 with the nearby key and get all information. Then use arrows to shoot the sun-face above the door and enter the column room and jump up the columns to get the yellow Kiran Stone at 01, then push button to open gate. You can get Wyrmguard Armour at 06. Get the bucket from 24 and put it to 07 to open the door and descend down to the next level.

Pull the lever to open the door, then search the body of Mourdin near the deadly fountain. Get the key, the shoot the symbol at 11. Take the key and reveal the secret passage and take the teleporter 14 to reach 13. Take the blue Kiran Stone at 02, the teleport back. Follow the path, pushing buttons and levers, until you reach a fence, which you have to climb over. Pull the lever, then get the key to enter the cathedral at 15. Ignate the balziers to get a healing ray activated.

Quick pull the lever 16 to save Thadious and he'll give you the green Kiran Stone (if you didn't save him, it gets complicated). Then use the magnet at 17 to get a new key. Read the book at 20, then push the button on the fountain to reveal secret chamber. Next go to the lake and look behind the waterfall at 19 to get the red Kiran Stone 04. Now retrun to 20 and put the Kiran Stones on the right pedestals to get the Kiran Shield.

You finally reach the column where you are greeted by the brainwashed Iolo at 21. Battle him but show mercy when he surrenders, then take the Glyph at 23 and leave the dungeon.



Hythloth
For being the second dungeon in the game, Hythloth is definitely lengthy even excluding the optional section, which is covered seperately. It is a huge labyrinth and can get really dark in some places, so a source of light is a must. If you have the flame sword, wield it through most of the dungeon. Even if, you plan on using the light spell or another source of light, you should keep a weapon at the ready for the dungeon is full of spider traps, rats and respawing cobwebs.

In addition to these pests, you will have to contend with respawning predatory fish that are difficult to spot in the murky waters. A favorite tactic of mine is to quickkey (toolbelt) the stone spell and spam the fish. Even in water, quickkeyed spells can be cast and to great effect when faceing these nasty monsters whose bite is worse than their "bark" (ie skin). One quick hit with anything will kill them. If the stone spell is not for you, then bring along a bow and plenty of arrows. A word of warning, the Avatar's auto tracking doesn't work very well, so you are better off aiming yourself.

The dungeon also contains numerous puzzles, but most of them are terribly difficult. Even so, the main puzzle of the dungeon is a simple fetch and place, but the different puzzles keep the dungeon from getting boring. Your main goal beyond getting the glyph, which at this point seems more like an after thought than the main objective (probably has to do with the fact that the first half of the dungeon was originally the Britain Sewers), is to find four colored statues and place them at their color-coded pedastals, which opens up gates to allow you passage. The optional section has an additional 4 statues and pedastals, but there is a teleporter that allows you to bypass this section.

Turn the valve at 04 and press the stone to open the secret door, then take the green statue at 03. Next get the Swamp Boots at 06, before entering the elevator to pull a lever upstairs. Go back down and jump into the pool at 08 to get the red statue at 09, then turn the valve to get back out. Taking the armour at 10 will cause the walls to converge, but running to the eastern door will save you.

Turn the valve at the southern room, then enter room 11, where you follow the instructions on the map, on which platforms to jump on, in order to get to the pedestal where you put the green statue on. Get the blue statue at 12, put the red statue on the pedestal at 14. Then go to room 13 and turn the valve in order to reach the yellow statue. Return to the elevator at 9 and finally place the yellow statue upstairs.

Now go to 20 and place the blue statue there, before walking further to room 17, where the column is. After killing the Wyrmguard (he's no friend of yours), go to the column and get the glyph from it. Then get the key at 20 to unlock the wrinch at 21, then enter the teleporter at 22 and jump into the well to swim to the exit.

The Optional Path

The optional path is more difficult than the previous section, but nothing beyond any Avatar class to handle. This section does have some rather unusual and involved puzzles, but they shouldn't be beyond the ability of the average RPGer. Still, this section effectively doubles the length of the dungeon and contains more the same fetch and place goal. Also, there aren't a lot of goodies that can be found in this area beyond 2 rubies, a mandrake root, one nightshade, and a few other more common reagents as well as free cutlass as a reward for completing it all.

You should already have the purple statue and the key that came out of a pipe. Next turn on the lights in the order A to H as shown on the map to open the gate at 26. Walk to room 28 and shrink yourself by drinking from the birdbath. Enter the small corridor and turn the valve, then make your way to the hole at 29. In room 30, turn the valves A to D then reach the last valve E.

Drop down the hole at 31 to reach the blue statue at 32, then put the purple one on the pedestal at 33. Backtrack and put the blue statue on the pedestal at 34. Enter the nearby water to get another statue, the go to the nearby well next. Reach chamber 35 to get the orange statue.

Now put the rust statue on the pedestal at 27 and the orange one on the pedestal at 23. The dive into the water at 36 and turn the valve. Now go back to the water where you found the orange statue and swim to the exit.

Goodies

Scrolls

Light Heal Scroll

Light Scroll

Armor

Swamp Boots

Chain Leggings

Chain Arms

Weapons

Quarter Staff (from Wyrmguard)

Gnarled Staff

Mace

Cutlass

Reagents

Nightshade 6

Spider Silk 6

Garlic 3

Ginseng 5

Mandrake Root 1

Black Pearl 1

Sulfurous Ash 3

Blood Moss 1

Potions

Cure Potions 12

Heal Potions 9

Invisibility Potion 1

Mana Recovery Potion 1

Treasures

Topaz 3

Ruby 2

Ring

Aspects of Interest

It would appear that at one point, the developers were going have reagents bundled rather than individual. Found in the optional section are the following: Sulfurous Ash with a quantity of 3 Ginseng with a quantity of 2

It looks like the shrinking Avatar part of the Hythloth would have been a little more difficult. If you use the fly cheat near this area, you will find a room that is not connected to the map but has a switch to raises the water level in the shrink section. It would seem that originally, the Avatar would have to swim down the small tunnel while small, climb onto a pillar then jump to a higher up pillar that has a ruby, and reach up to the ceiling to get at the switch (raising the water level in the surrounding area) and make a very long swim back out. Not sure if this part was removed due to bugs or difficulty.

An unequippable dagger can be found in the optional area.

Deceit
Despite losing all your equipment, Deceit isn't that difficult, it is more tideous and repetetive, and at some times even annoying (the sequences with aiming).

First open the secret door and touch the spider statue at 05 to go ghost. Open your cell by pushing the button, then touch statue again to go human. Take the key, then again go ghost. Unluck the door and push button, then go human and take everything, before openening the next secret door. Touch the blazier at 08 and the orb when it is green to open the door (don't touch the chest). Push the buttons 11, 12 and 13 to get stuff and a weapon, defeat the Skeleton.

The next room is a big puzzle. Follow the path on the map over the lava to 15 and push the left button, then run over the new bridge and enter the lift. At 17, push th right buttons, push button 19 then return to the beginning. Now push the right button 14, and go to 22. Use the controls to blast the two sun faces with the statue. Return to 17 and then on the way back, push button at 25 and use the teleporter.

You are now at 26 and need to build a four-part bridge. Go to the controls at 28 and move the stone with the sun face nine times right and nine times up, then go to the statue at 30 and use it to hit the sun face. Use the new elevator to reach the teleporter at 35. Use the telporter, get bow and arrows, then shoot sun faces to reveal exit. Use elevator back to the beginning. Shoot sun-face at 43 then half-drain lava with the valve. Now reach teleporter at 45 and teleport. Stand on carpet and shoot sun-face, take the orb, then backtrack. Drain lava at 49 with crystall ball and get the orb out of the chest. Now return to 34 (drain lava) and again go to 35. Drain lava and use other teleporter 62. Shoot 15 sun-faces at 64 and get the third orb. Backtrack again and reach the teleporter at 53. At 54, push the button, then quickly shoot the three sun-faces that appear in the maze. Take the orb and all the loot.

After returning, place all four orbs on a pedestal and you've created the bridge. Use the teleporter at its end to enter the column chamber. Kill the Hellhound, then go to the brainwashed Mariah. Kill her armed duplicates, but not her, then use the new elevator to reach the column and take the Glyph, then ride further to the teleporter.

Push the button at 74 to clear the way back into the dungeon, then exit.

Goodies

Armor

Chain Coif

Chain Arms

Chain Boots

Chain Gauntlets

Weapons

Covetous
Covetous is the only dungeon that has more than two levels. It is very difficult because of the huge number of Skeletons which alwas regenerate and the inability to cast spells.

Level 1

First go to 03 and take the big gear. Then go to the stairs that lead to 05. Turn off the water, put the gear into the mechanism, then turn the water back on. Now backtrack to 02, where you meet Lothar. Defeat him with the Gringolet, then use his key to unlock the elevator.

Level 2

Push the mine cart at 07 to free the way, then use the next mine cart (drive in it) so that you can get the key at 09. Afterwards find Skully near 08 and promise to help him, take him with you. Now backtrack to the elevator und unlock the next level.

Level 3

Follow the path and blow up the blockade at 12 to finally find Skully's grave at 13. He in return gives you the key to the last level. Do not forget the Crown of Radiance near by. Unlock the elevator for the last level.

Level 4

First get the Bladed Staff at 15, before making your way to the column at 21. The brainwashed Julia waits there, but staying calm and reminding her of her past will turn her peaceful. Take the glyph, then backtrack. Now you have two options how to reach the final boss: Confront Khelereth at 18 and kill him, then take his crystal ball and blow up the last grate to get to the exit.
 * Sacrifice the Gringolet at 16.
 * Return to level 2 and blow up the grate at the NW. In the next level defeat the giant skeleton, then blow up the next grate.



Wrong
Despite at first looking frustrating, Wrong actually is a fun dungeon. Once you've learned the right timing to slaughter the guards before they can catch you, you are untouchable. Aslo the dungeon itself is quite varied and complex.

After starting at 01, get the key from 03 and unlock the nearby grate. Walk to the turture chamber and flip switch, exit through western grate. Take the key from nearby room and then enter the cell at 06. Kill the fake Raven and read the journal, then go to 08. Use the combination, then run through the fire and use the valves to douse the fire and rescue Raven. Now search the entire upper level to yourleisure and take all treasure. Also save Cleo at 04. Once all is done, go to the lower level at stairs number 2.

Go to 10 and move the inkwell to push the button to open the door. Search the entire area for treasure, and also free the imprisoned Jean-Paul at 11 (but not the other one!), before opening a grate to reach three buttons at 12. Push the left then the middle button (hands off the right one!), then quickly proceed through the now open door. Once you reach the flooded room, quickly climb on a ledge, kill the fish and then drain the water with the valve. Proceed until you reach room 16.

There is no reasoning with the brainwashed Jaana, so quickly push the button at 17 to imprison her in acage. Lie that you'll free her if she opens the door but don't do so. Take the Glyph from the column at 18, then free her (she's now harmless). Push brick at 14 and teleport to near the entrance at 15. Exit the dungeon at stairs number 3.



Shame
Shame can be confusing. The whole dungeon has next to no enemies (although one of them is REALLY tough!) and essentially is one huge puzzle area. This can lead to frustrating moments, even with this solution.

Push button 01 to shut off the barrier, then stay close to the door to pass. Shoot the sun at 02 to turn the eyes and then make your way to 03, where you provoke the eye to shoot, then evade to let it hit the wall-face instead. In room 04 touch the armors, then manage to let the statue's energy balls hit the newly appeared wall-faces. Push the button in room 05, and provoke the statue to hit the moving wall-face (very difficult). Then kill the zombie and push the button in the hidden area.

In room 08 push the left, then the right button. Touch every statue when it is black, until all seven of them are black. The eighth which then appears must be touched when red, to get the black orb. Now backtrack and manage to enter room 07. Here you have to figure out which button summons which face, and then use it to blay billiard with an energy ball, until the wall opens. In the next room don't touch the red floors, shoot the sun symbol to get more space, reach the button to get to room 09. There, pull all the levers without being seen by the eye, then go to room 10, where you put the orb on the pedestal to lower the stairs. On the upper floor, touch each of the lights, then touch the black statue. It will be re-colored until it is white, then a teleporter appears.

Say the mantra, then walk up into the cave of the chalice at 21. Do not give in to Blackthorn, who destroys the chalice. Take a spare one, then backtrack. Jump down near the wall and get the Lightning Sword at 17, since the Wymguard Eve at 18 is very strong. Afterwards take the glyph out of the column at 19 and leave the dungeon.



Destard
This is the closest to classical Ultima Dungeons. Destard is mostly about survival and only few puzzles actually have to be solved. It is filled with a number of real nasties.

Once in the cave, go to 02 and put something on the pressure plate. Than fight your way north and get the first eggshell at 06. Backtrack, then free the prisoner Bane at 08 and talk with Adreanna at 10. Go to the coumn at 11. When the brainwashed Geoffrey stops you, be challenging to him without actually taking arms, and he cowardly will let you pass. Take the Glyph and use the teleporter at 12 to enter the other level.

Pull the lever at 14. Right after the door, Dartane confronts you. Be firm and kill him, then take the red skull at 15 and put something on the pressure plate. Next open the secret door at 16 to get the second eggshell at 17. Backtrack and carefully take the kay at 19. Find the body of Sir Drake at 20 and find out the Word of Power for Destard. Use the pressure plates at the northern room and push both buttons afterwards. Get the journal from 21 and keep it for later. Go east until you reach a room with poison gass. Push the brick to turn that off and follow the secret passage to the crypt at 22. Get the key and then defeat the giant zombie at 25. Take the third eggshell from his grave.

Now backtrack and go to 28. Cutting the nets, you can get the fourth eggshell. Next go to 39 and say the Word of Power to clear the exit, then go to 27 to get a key and the red candle. Get more gems in the mines before backtracking. Open the secret door south of 35 and take the key before entering the dark chapel at 28 by pushing all four buttons. Get the blood from 33 and the key, then move the picture at 29 to get another key. Get the red orb at 30 and the severed head from the secret chamber behind 31 (touch dragon statue).

Now go to 35. Place orb, candle, blood and skull on the four pedestals at 34 and the head on the pentagram. Quickly kill the summoned Daemon and get the spell scroll (unique). Now return to Adreanna and exchange the journal for the last eggshell. Put the shells on the pedestals at 07 to free the way north. Talornia at 36 tries bribery, but be firm and kill her. Take her head. Now go to 37 to take the magical treasures and speak one last time with Adreanna before leaving the dungeon.



The Abyss
The Abyss can be very confusing. The seperation into four elemental planes, mixed with tough enemies and an hard to understand puzzle can cause a nervous breakdown.

In the first level, you should find and kill the Dragon to get his key in order to open the chest with some nice Blackrock Armour pieces (use the X-chest if you are lazy). Then jump into the hole to reach the next level, the shaft. In the shaft, you need to get four energy globes.

You start at 17. Push the lighter stone in one chamber to open the secret door to chamber 22. Stay on the face on the ground and jump away when an energy ball approaches, then take the orb and use the teleporter at 17. At 05, go to 08 and push both buttons to take the orb. Go to 08, douse the blaziers and use the teleporter to 09. Try to get through the traps to reach 13. Put something on the pressure plate, up the stairs and oer a balance beam, touch the ankh and the lighter stone. Now go to 16, run through the trap and take the orb, before using the teleporter to 17. Go to 30 to push the hidden switch, then backtrack to 19 where you melt the ice crystals to get the orb, then take the teleporter to 21.

The Elemantary Planes

At the bottom of the shaft, put all four orbs on the pedestal to unlock four more teleporters in the four chambers. Teleport back up and search for them. Each leads to an elementary plane where a mook has to be killed to shut off one barrier and open the exits.

In the air plane you can collect orbs to get a Lightning Sword, but you should already have one from Shame. Instead find the Dragon and kill it, in order to deactivate barrier 1. Use the new teleporter to exit. On the fire plane, use the left way until you can enter the center area, where you defeat the big Daemon to shut off barrier 2, then exit. On the Earth plane, first find the big Creeper Plant, where you can find a Blackrock Armour, before killing the big Golem to deactivate barrier 3 and exit. On the water plane move upstream until you find the Sea Serpent and kill it with Mana Arrows to eliminate barrier 4, before exiting.

Now return to 21 and enter the last area. Make your way to the bottom, then watch Lord British duelling and killing Blackthorn. Afterwards enter the column to take the Glyph and speak to Lord British to exit the Abyss.



Guardian Dungeon
The final dungeon of the game. It actually is rather long and boring and linear, giving you little of a challenge, now that your equipment is so good. Note that there is absolutely nothing plot-relevant in this dungeon and it is entirely possible to bypass it and directly go to the final confrontation.

First Part

After passing the barrier, step on the pressure plate at 02 and quickly run through door 03. Proceed to use the map to find all keys and push all buttons. There isn't much to find and the room at 05 is a trap, so quickly turn the two valves to prevent yourself from drowning. Touch the orb at 06 and douse the candle at 07 to get the key. Open the secret doors and get the Glass Sword at 08. Take the first energy cube from 09 (the green cube), then follow the path and enter a pit to flip a switch.

Once in room 10, do whatever you think is right with the girl Maria, the Guardian nonetheless will be amused at your choice. Enter the teleporter, to enter the second part of the dungeon.

Second Part

Touch the picture to unlock the door. Take the key marked on the map, then unlock the door across the corridor to get equipment. Next go west and touch the marked picture, and push the brick in room 20, get the key and the yellow cube. Get the blue cube from room 18 then teleport to 16 and get the red cube. Teleport back and use red cube to unlock door. Unlock north gate for second half of the level.

Talk with Ciara at 24, then open the gate at 21 with Telekinesis. Kill the madman Agmar in the room north of the gate, move picture and press the button. Now take the treasury key from room 22. Return to Ciara and exchange key for cube. Put the red cube on pedestal 25 to dissolve field, then get the key move to the first buttun (map), then use the second button (behind secret door). Insert the three remaining cubes into the pedestals in the next room. Push the meteorite on the altar.

Lastly, go to room 27, where the telporter is no online, and takes you to the Guardian's throne room.