Dungeon Solution for Ultima IX

Unlike most Ultimas, the order upon which you will encounter dungeons in Ultima IX is almost entirely in the order presented below. In addition, excluding the pairings of Wrong/Covetous and Shame/Destard, you will need to complete the related shrine cleansing quest before you can venture to the next virtue's town or access that virtue's corresponding dungeon. Except for Hythloth and Deceit, you start the dungeons in the Ultima IX from their entrance. For all eight of the anti-virtue dungeons, you main goal is to journey to the column to remove its glyph. While several dungeons include other tasks, glyph retrieval is the primary objective.

Despise
Overview Despise is the first dungeon you will delve in Ultima IX. Contrary to what the warrior Orson on the path says, you do not need to prepare in advance for this dungeon. There are plenty of supplies including several bows and plenty of arrows within the dungeon. You will also find most of a full suit of leather armor within, so combined with Stonegate, you will have a full suit of leather armor without spending a crown.

As for opponents, there are few enemies that reside within this well-lit dungeon. Your most common threat is the giant rat, but its bite does little damage and will potentially only poison your health by a small amount. In addition, there are plenty of cure and healing potions to remedy any damage. While there are a few small spiders, they pose only a slightly greater threat compared to the giant rats. Your toughest fight is the Wyrmguard at the end, but he will surrender when sufficiently damaged.

While the dungeon is not a tutorial level, its puzzles are only slightly more complex than those found in Stonegate, and the obvious solution is always the correct one. Also, the path through the dungeon is almost completely linear, and unless you seek to complete the Kiran Shield quest, you will not need to do any backtracking.

Solution After entering the dungeon, you will find a switch and gate along with some barrels. If you search around the barrels, you will find some Wyrmguard Arms. Now flip the switch and when you enter, you will encounter Castro and Felix - two farmers turned treasure seekers - who have been taken prisoner by the local Wyrmguard. The key to free them is in a small chest next to the door to room 05. You are rewarded with some karma and clues to the locations of two of Kiran Stones.

The two itinerants can find their way out, so focus your attention on the opposite door. You will see an unlit torch like the one you encountered in Stonegate. Ignite the torch and the door will open. Room 01 contains a series of broken columns that lead up to a tall unbroken one. All you need to do to complete this room is jump up on each successive column until you reach the top where you will find a button that opens the exit gate. On a nearby column, you will see the Yellow Kiran Stone, which you should grab before leaving. 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. Ignite the braziers 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 return 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.

Map Legend

1 - Yellow Kiran Stone

2 - Blue Kiran Stone

3 - Green Kiran Stone and Thadious

4 - Red Kiran Stone

5 - Castro and Felix

6 - Wyrmguard Armor after using Painting

7 - Pressure plate for Water Bucket

8 - Click Shield to open Secret Door

9 - Novice Bow in Chest

10 - Bag

11 - Bow Target

12 - Locked chest contains treasure map and a few other odds and ends

13 - Teleporter back

14 - Teleporter pressure plate, goes to 13

15 - Candle and note about Healing Light through Stained Glass

16 - Lever to save Thadious

17 - Attractor to get key from across hall

18 - Kiran Compendium

19 - Waterfall and blocking rock

20 - Kiran Pillars for Kiran Stones to get Kiran Shield

21 - Ooli (Iolo as a Wyrmguard)

22 - Wyrmguard Arms

23 - Column and Glyph of Compassion

24 - Water Bucket

Goodies

Scrolls

Light Scroll

Armor

Wyrmguard Arms

Wyrmguard Chest

Leather Chest

Leather Leggings

Leather Arms

Leather Helmet

Weapons

Novice Bow 2

Short Sword 2

Kiran Shield

Equipment

Bag 2

Reagents

Ginseng 1

Garlic 1

Spider Silk 1

Sulfurous Ash 4

Potions

Cure Potions 6

Heal Potions 9

Mana Breathing Potion 1

Infernal Armor Potions 2

Mana Recovery Potions 2

Invisibility Potion 1

Empty Flasks 2

Treasures

Kiran Stones (Yellow, Blue, Green, Red)

Treasure Map

Hythloth
For being the second dungeon in the game, Hythloth is definitely lengthy even excluding the optional section, which will be covered separately. 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 respawning cobwebs.

In addition to these creatures, 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 quick-key (toolbelt) the stone spell and use it on the fish. Even in water, quick-keyed spells can be cast and to great effect when facing 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 aren't terribly difficult. Even so, the main puzzle of the dungeon is a simple fetch and carry. Your main goal beyond getting the glyph, which at this point seems more like an afterthought than the main objective (probably has to do with the fact that the first half of the dungeon was originally Britain's Sewers) is to find four colored statues and place them at corresponding pedestals, which opens up gates allowing you further passage through the dungeon eventually leading to an exit. The optional section has an additional 4 statues and pedestals, 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, go to the column and get the glyph from it. Then get the key at 20 to unlock the winch 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. This section does have some rather unusual and involved puzzles. Still, this section effectively doubles the length of the dungeon and contains the same main goal of fetching and placing four statues. 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 with only a 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. Be sure to check on the ground below where you will find a broadsword inside a pile of bones

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.

Map Legend

1 - Start point

2 - Statue placed on pedestal, probably a clue to your main goal to get through the dungeon

3 - Green Statue

4 - Valve to lower Lift (5)

5 - Lift

6 - Swamp Boots

7 - Yellow pedestal

8 - Hole down to flooded chamber with statue

9 - Red Statue

10 - Chain leggings and trap

11 - Green pedestal

12 - Blue Statue

13 - Yellow Statue

14 - Red Statue

15 - Binding Pentagram

16 - Blue pedestal and Magic Arrow Trap

17 - Column with Glyph

18 - Jumping Puzzle Solution

19 - Purple Statue

20 - Key to Chest (21)

21 - Chest with Gate Mechanism

22 - Room with exit teleporter

23 - Orange pedestal

24 - Chain arms

25 - Red Light Gate

26 - White Light Gate

27 - Dark Red pedestal

28 - Shrinking Fountain

29 - Hole in Ceiling to higher level

30 - Platform moving levers

31 - Drop-down Hole

32 - Blue Statue

33 - Purple pedestal

34 - Blue pedestal

35 - Orange Statue

36 - Cutlass

37 - Final Gate Valve

38 - Final Gate and Oxygen Bubbles

39 - Teleport Destination

40 - Up to the Exit

Goodies

Scrolls

Light Heal Scroll

Light Scroll

Armor

Swamp Boots

Chain Leggings

Chain Arms

Weapons

Quarter Staff (from Wyrmguard)

Gnarled Staff

Broadsword

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
Deceit, the third dungeon of the game, starts you off in a prison cell with your journal and almost no equipment. Fortunately, the Wyrmguard decided not to force you out of your armor, which will come in handy to reduce the damage you will receive as you attempt to complete the dungeon. In addition, you still have your tool-belt for storing items, which will usually end up overloaded before you leave the dungeon.

The dungeon, itself, is filled with magic and puzzles, but most of these either focus on using archery and speed in varying combinations or require using buttons to manipulate targets or orb shooting statues. In addition, your spellbook will generally not be missed during this phase. The main chamber of the dungeon contains a room with a mirror that full heals and there are a number of healing potions around to restore any health you lose from a lucky fireball or one of only a handful of monsters that inhabit the dungeon and almost all of these can be avoided.

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. Unlock the door and push button, then go human and take everything, before opening the next secret door. Touch the brazier 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 the 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 teleporter, 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 crystal 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.

Map Legend

1 - The Avatar's cell

2 - Avatar cell's Portcullis

3 - Secret that appears

4 - Bones and two disappearing walls

5 - Phase Spider statue

6 - Button on wall to open the Avatar's Cell

7 - Bag and Chain arms on barrels

8 - Brazier

9 - Mimic chest

10 - Door that unlocks when light is green

11 - skeleton and cutlass button

12 - healing potion button

13 - shows path over lava in next room

14 - reveal lift button

15 - raises falling pillars walkway

16 - fireball shooting statue

17 - button panel

18 - stairs up to lift that appears after pushing button at 19

19 - button to make lift appear

20 - button to move lift to center platform, healing potion

21 - button to make return lift appear

22 - panel to shoot and move orb statue

23 - target face that removes magic barrier over teleporter

24 - target to cause lift to return

25 - teleporter to 26

26 - teleport from 25

27 - false glyph and button to lower bridge to 33

28 - crystal ball showing how to proceed

29 - buttons to move target block at 31

30 - statue that shoots orb

31 - target block

32 - globe pedestal

33 - two fireball shooting statues

34 - lift that appears with successful orb hit on target at 31

35 - teleporter to and from 36

36 - teleporter from and to 35

37 - Healing mirror

38 - target bow

39 - arrows and statue

40 - target to raise stairs

41 - pressure plate to make 42 appear

42 - target for plank back to 36

43 - target to make bridge extend

44 - lava drain valve

45 - teleporter to and from 46

46 - teleporter from and to 45

47 - stand here for moving target

48 - pillar with blue globe

49 - chest with red globe

50 - crystal ball showing bizarre sheep room

51 - globe pedestal

52 - globe pedestal

53 - teleporter to and from 54

54 - teleporter from and to 53

55 - warhammer

56 - pillar with yellow globe

57 - chest with full heal

58 - targets

59 - globe pedestal

60 - lava lowering pillar

61 - chest with chain gauntlets

62 - teleporter to and from 63

63 - teleporter from and to 62

64 - chest with 2 healing potions

65 - button to start puzzle

66 - pillar with green globe

67 - lift up

68 - teleporter to 69

69 - teleport from 68

70 - Hairam

71 - lift

72 - column and glyph

73 - teleporter to 74

74 - teleport from 75, button to remove rock debris illusion

75 - exit

Goodies

Scrolls

Full Heal Scroll

Armor

Chain Coif

Chain Arms

Chain Boots

Chain Gauntlets

Weapons

Cutlass

Target Bow

Warhammer

Equipment

Bag

Potions

Heal Potions 6

Treasures

Mimic 3

Covetous
Covetous is the only dungeon that has more than two levels (if exclude the Abyss's final level) and is generally considered more difficult than other dungeons due to large number of Skeletons which always regenerate and the inability to cast spells or use potions to restore health.

The main puzzle of the dungeon is to get to the bottom level of the dungeon via the lift. This involves repairing the lift, gaining access to the lift, and opening up the barriers that prevent you from going down to the next level. While there is a way to circumvent several of the bottom levels in order to get the blackrock crystal ball, you still need to retrieve the glyph, which requires gaining access to the bottom level.

Each level is composed of long tunnels and large chambers often with lots of skeletons roaming around. The best weapons for skeletons are staves as usually one good hit with one will bash them to pieces. While the skeletons can reform, they require all of the right bones to be available. The best tactic, therefore, is to grab one of the larger pieces from each skeleton usually the skull or ribcage as these are easier to pick up and it avoids the bone confusion that comes with the smaller pieces.

Since potions and spells don't work, you will need to find green pools to drink from on each level as go to points for healing. You don't actually need to place blackrock in them for healing, though when blackrock is placed in purple pools you get a vision that will provide you with a hint for that level.

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 and 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 by 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:
 * 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.

Confront Khelereth at 18 and kill him, then take his crystal ball and blow up the last grate to get to the exit.

Map Legend

1 - Start

2 - Lothar

3 - Big gear

4 - Waterfall valve

5 - spindle for big gear

6 - locked chest with button to open lift door

7 - Pushable mine cart

8 - Skully on a pole

9 - key to open locked chest at 10

10 - locked chest with button to open lift door

11 - Crown of Radiance

12 - Rock debris wall

13 - Skully's grave

14 - locked chest with button to open lift door

15 - Bladed Staff and loads of gems

16 - Sacrifice Gringolet here

17 - Khelereth

18 - Blackrock Crystal Ball (teleports to 19 when clicked)

19 - Blackrock Crystal Ball

20 - Ailuj

21 - column and glyph

Goodies

Armor

Crown of Radiance

Weapons

Bladed Staff

Equipment

Usable Powder Kegs 5 (three more when going after the helm of radiance)

Potions

Heal Potions 11

Treasures

Topaz 6

Diamond 16 (4 of these are invisible on the first level)

Sapphire 16

Emerald 16

Ruby 9

Amethyst 12

Blackrock 21 (a cart in the flooded gem mines produces 3 blackrock chunks when clicked - unlimited)



Wrong
While this dungeon might appear to be difficult, you are actually given a wide variety of options for making your way past the guards to complete the dungeon of Wrong. The two obvious routes are full assault where you kill any guards you encounter or confrontation avoidance. The killing route may not be very virtuous, but it carries no karma penalties allowing you to kill any guard in your way. Of course, you can also steal in U9 without penalty, but that act still isn't virtuous.

Ranged or magical attacks are generally the best option for attacking guards. Melee is also possible, but you must be quick, well-armed, and strike fast, preferably from behind. The Frost Sword that you might have picked up earlier near the blue dragon can come in handy here since it has a decent chance of freezing the guard in his tracks allowing you to finish him off.

The more obvious route, and probably the way the dungeon was meant to be completed, is to avoid the AI's completely. This is actually not too difficult except when AI's get stuck in front of a closed gate, which thankfully can be dealt with by simply opening the gate. Even so, the tight spaces of the dungeon make sneaking more difficult. You do have two things on your side: the AI is rather short-sighted and incapable of using levers most of the time. In addition, most enemies in U9 will rarely run after you. One good tactic is to sneak around a guard, clear a room of goodies, lure the guard into the cell, and close the gate.

There are other ways to complete the dungeon, however. One really effective method is to Charm your way past the guards and then clear the charm when you have made some distance. This tactic works great with high intelligence Avatars carrying some mana potions. For those who have already completed Sacrifice, another magical route is to use the Freeze spell. As the spell is non-duration, this tactic much cheaper magically but just as effective as getting by guards and it won't end in a guard's death due to being charmed.

Another route is to use invisibility, but since you won't have the spell, you must rely on the potion. The big issue here is not expense since black pearls are one of the easier reagents to obtain thanks to a bug with the Create Reagents spell. The main problem is the sheer quantity of invisibility potions required that would rapidly fill out valuable inventory space. As a result, your best option is to use them conservatively either for tight spots or when you are detected while attempting to sneak past guards.

Obviously, a mixture of these methods is better than strict adherence to any one of them since it will allow you to conserve on potions, inventory space, and mana. While, getting around the guards is a challenge and puzzle in and of itself, the dungeon has it own puzzles, dead-ends, and challenges. The solution below should help you in staying on track and getting through the tougher stops.

Solution

After starting at 01, get the key from 03 and unlock the nearby grate. Walk to the torture 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 your leisure 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 a cage. 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.

Map Legend

1 - Skull to open secret door

2 - Cell you are thrown into if captured

3 - Room with your inventory

4 - Cleo's cell

5 - Bag with Wyrmguard gauntlets

6 - Fake Raven cell

7 - Skull puzzle

8 - Raven's cell

9 - Chest with Wyrmguard armor

10 - Button to open portcullis under inkwell

11 - Jean-Paul

12 - panel of buttons and locked chest

13 - Montego

14 - Teleporter to 15

15 - Teleport from 14

16 - Anaaj

17 - Switch to drop cage

18 - column and glyph

19 - To Wrong Fortress

Goodies

Scroll

Create Reagents

Armor

Wyrmguard Helmet

Wyrmguard Gauntlets 2

Wyrmguard Boots

Leather Helmet

Leather Gauntlets

Weapons

Longbow 3

Short Sword 2

Shield 3

Two-Handed Axe 3

Broadsword

Battle Axe

Equipment

Bag

Reagents

Ginseng 1

Garlic 1

Spider Silk 1

Sulfurous Ash 1

Blood Moss 1

Nightshade 1

Mandrake Root 1

Black Pearl 1

Potions

Cure Potion 1

Heal Potion 4

Invisibility Potion 1

Treasures 

Mimic 2

Emerald 1

Topaz 2

Amethyst 2

Necklace 1

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.

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 play 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.

Map Legend

1 - Barrier and Arrow Trap

2 - Two Portcullis-closing eyes

3 - Eye shoots orbs

4 - Two floating ball of light that either shoot an orb or a fireball

5 - Button makes moving target and orb shooting eye appear

6 - Statue room with arrow trap

7 - Table of buttons that activate targets or cause a statue to shoot an orb

8 - Shifting red floor pieces that teleport you to 7 when you step on them. At 7 all of the targets appear and shoot fireballs at you

9 - Rotating Eye that undoes levers if it sees you

10 - Orb pedestal

11 - Binding Pentagram

12 - Blue Light

13 - Statue over teleport pad

14 - Yellow light

15 - Red light and fireball shooting eye

16 - Glass Mediation Chamber

17 - Lightning Sword

18 - Wyrmguard Eve

19 - Column

20 - Teleport Pad out

21 - Chalice room, Blackthorn, Chalice of Honor

Goodies

Weapons

Lightning Sword

Long Sword

Kite Shield

Potions

One of every potion except for cure poison.



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 column 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.

Map Legend

1 - Start

2 - Chest containing a Charm spell

3 - Pressure Plate that opens 4

4 - Barrier to Hatchery

5 - Dragon Egg

6 - Red Magic Eggshell

7 - Magic Egg Seal that maintains barrier to Talornia

8 - Bane

9 - Key to free Bane

10 - Adreanna and White Magic Eggshell

11 - Column and Wyrmguard Yerffoeg

12 - Teleport Pad to 13

13 - Teleport Pad to 12

14 - Fireball Shooting Dragon statue

15 - Large Red Skull

16 - Moveable Dagger Display Case on wall

17 - Green Magic Eggshell

18 - Healing Fountain

19 - Key in Bowl

20 - Book containing Word of Power for Destard

21 - Darim's Journal

22 - Liche

23 - Bone Boots

24 - Bone Helmet

25 - Xarnthal Tomb and Yellow Magic Eggshell

26 - Blue Magic Eggshell

27 - Red Candle

28 - Instructions for Summoning a Demon

29 - Painting makes key to 30 appear

30 - Treasure room contains Red Orb and Bone Chest

31 - Sliding Dragon Statue

32 - Severed Head behind Sliding Dragon Statue

33 - Vial of Blood

34 - Pedestals for Objects in Summoning Demons

35 - Portal where Demon Appears

36 - Talornia

37 - Lots of jewelry and loot

38 - Mana Fountain

39 - Destard Seal

Goodies

Scroll

Charm

Summon Demon

Light Scroll

Infernal Armor

Light Heal

Create Reagents

Armor

Leather Gauntlets

Chest of the Troll

Wyrmguard Chest

Bone Chest

Bone Helm

Bone Boots

Weapons

Broadsword 3

Shield

Battle Axe

Reagents

Ginseng 2

Garlic 1

Spider Silk 3

Sulfurous Ash 4

Blood Moss 4

Mandrake Root 5

Black Pearl 5

Potions

Invisibility Potion 4

Mana Recovery Potion 5

Infernal Armor Potion 2

Poison Potion 1

Empty Flask 1

Treasures 

Mimic 2

Bracelets 8

Necklace 1

Cut Emerald 1

Sapphire 7

Topaz 6

Emerald 6

Amethyst 5

Cut Topaz 1

Ruby 5

Diamond 4



The Abyss
The Abyss can be very confusing. 1) The separation into four elemental planes, 2) tough enemies and 3) a hard to understand puzzle.

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 braziers 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 over 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 Elementary 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 creature 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 dueling and killing Blackthorn. Afterwards enter the column to take the Glyph and speak to Lord British to exit the Abyss.

Map Legend

1 - Start

2 - Target on Floor

3 - Air Access Orb

4 - Teleport to 5

5 - Teleport from 4

6 - Fire Access Orb Pedestal

7 - Fire Braziers that need dousing

8 - Teleport to 9

9 - Teleport from

10 - Pressure Plate that raises 11

11 - Block Stairs

12 - Sliding Brick switch that opens secret to teleporter

13 - Ankh that opens 14

14 - Coffin that contains Time Stop and Message from the Time Lord

15 - Earth Access Orb

16 - Teleport to 17

17 - Teleport from 16

18 - Ice Hound Pen

19 - Water Access Orb and Teleport to bottom of tower

20 - Teleport to 1

21 - Orb Pedestal

22 - Air Realm Portal

23 - Start of Air Plane and Teleport Out

24 - Mana Restoring pool

25 - Air Titan

26 - Lightning Sword

27 - Start of Lightning Sword Orb Puzzle (use Ethereal Sight)

28 - Fire Realm Portal

29 - Earth Realm Portal

30 - Water Realm Portal

Goodies

Scrolls

Meteorite

Light

Invisibility

Ring of Fire

Time Stop

Freeze

Armor

Blackrock Leggings

Wyrmguard Helmet

Blackrock Chest

Weapons

Siege Bow

One-Handed Axe

Steel Buckler

Broadsword

Novice Bow

Two-handed Axe

Warhammer

Lightning Sword

Glass Sword

Reagents

Sulfurous Ash - 2

Nightshade - 1

Garlic - 1

Blood Moss - 1

Spider's Silk - 1

Ginseng - 1

Mandrake Root - 1

Black Pearl - 1

Potions

Cure Potion - 3

Invulnerability Potion - 1

Health Potion - 4

Infernal Armor - 1

Mana Recovery - 3

Treasures

Diamond - 3

Emerald - 1

Mimics - 8



Guardian Dungeon
The final dungeon of the game. 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 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 button (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 teleporter is no online, and takes you to the Guardian's throne room.