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Begin Document----------------------------------------------------

 

     WALK THROUGH for ULTIMA UNDERWORLD 2 : Labyrinth of Worlds
     ----------------------------------------------------------
     Version 1.4                                   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.

--------------------------------------------------------------------







This space intentionally provided so above fits on exactly 2 pages.










SUMMARY:
--------

     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:
--------------

      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:
------------

1) 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:
------------

Use 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:
---------

from 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:
---------

NOTE: 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
-------------

Listed 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:
-----------------------------

"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):
-----

Ring 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:
------

      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
---------------

NOTE: 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
------------------

      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:
------------------

     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
------------

Quests: 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
------------

Quests: 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.


ICE CAVERNS:
------------

Quests: Find the lost city of Anodunos

FAQ: There are no keys to open any of the doors in Anodunos. You
     will have to bash down the "sturdy" ones, and lockpick or
     use the "Open" spell on the "massive" ones.

      Jump up and down to stop slipping on the ice. "Walk on Water"
spell comes in really handy in this world.

1) Find your way down to level 2 and visit with Mokpo. He has some
   interesting visions. When you get to the Ethereal Void, you will
   wish that you had written these down.

2) Find the Dam Control Tower and make your way through the maze to
   find the key, and the door (A two step process). Release the
   floodgates.

3) Re-explore the waterways to find the Lost City of Anodonus. Talk
   to the "dire ghost" there,... and keep an eye out for a secret
   door. Use the Orb many times, for a clue. (Note: the many visions
   you see in the Orb are not all from the past,... one of them is of
   the very near future,... and tells you of your ultimate objective).

4) Pick up the Blackrock Gem on the ice plains by the river in the 
   south-central areas.

    Don't forget to locate the Filanium deposits. You will need to
    know where they are later. (Note: they appear as "watery mud").

Dam maze controls - Key: Chain, switch, lever all up, pushbutton light
                         (flip switch & push button to achieve this)
                   Door: Chain still up, Switch & lever down, button
                         dark (flip lever & switch down, and push button)

Instructions for Dam control:
  "Manipulating the controls causes the maze to change in a two step
process. To get the key, make sure the lever, switch, and chain are
all up. To reach the door, lower the lever and switch, and press the
button. Walk through the force field to get to maze. Destroy this
note afterwards, else we'll both hang."


TALORUS
-------

FAQ: No,... you never do find out what's the deal with the Eleomosynator.

      The brass plates in the floor propel you upwards. This is used
to travel between levels, and to leave Talorus. You just have to run
over the plates at the right speed.
      Don't forget to pick up any "Nutritious Wafers" you find (light
weight,... and very filling), or any "Light Sphere"s (brighter than
the lantern,... but shorter duration).

1) Talk to the Historian
2) Talk to the Futurian and get Control Crystal M4Y8
3) Talk to the Data Integrator (this conversation doesn't go well)
4) Talk to the Dialogicians and get scroll
5) Talk to the Data Integrator again (goes much better this time)
6) Go down to level 2 and get the Delgnizator, and crystal E0Y2
7) Go to Bliy Skup Chamber and kill Bliy Skup Ductosnore
8) In chamber: place M4Y8 control crystal in yellow input hopper
               place E0Y2 pattern crystal in purple input hopper
               place Delgnizator on blue repulsor circle
               pull the chain
9) Go back to the Historian, and he will teleport you to the gem
   that you are looking for (if you haven't found it already).

NOTE: There is a small room with a switch and a brass plate, located
      right next to the Bliy Skup chamber. This is the "Light Sphere"
      re-charging station! Real handy!


SCINTILLUS ACADEMY (Final Exam)
-------------------------------

Note: Mana will NOT regenerate on levels 2 thru 7. These levels CAN
      be solved without it,... but it sure makes life easier in a few
      places. You will need some magic in the Vault, but that is on
      level 8 (where Mana DOES regenerate).

Interesting stuff: Try out the vending machines. (bring some coins).

Level 1: Drop the Gold Coffer on the Pressure Plates to open the
         three Portcullises. The right-hand Portcullis is the exit. The
         other two are traps.
Level 2: Push button to open Portcullis. In hallway with arrow traps,
         timing is everything.
Level 3: Use "Telekinesis" (wand provided in hallway as you enter).
         First, jump on the pillars and head to the west wall, push
                the button.
         Then, jump north 2 pillars,.... then west 2 pillars.
         Then, use "Telekinesis" to activate the pushbutton for the
               row NEXT to the one you are in. You must be standing on
               the very edge of your pillar to reach, and look around
               in the dark (or use "Daylight" or a "Light Sphere")
               to find the button. Then jump to exit. Unfortunately,
               the cool Wand of Telekinesis disappears when you exit
               this level.
Level 4: Find the two keys on the NW and SE corner towers. Exit in NE.
Level 5: Use pole provided to flip all switches up. Be careful not to
         step on the Pressure Plates in front of each switch. Then go
         through the door and jump for the Key. Do not hit the button
         or pull the chain. Also, don't forget to pick up the Moonstone.
Level 6: Walk over plates to get key (arrow traps). Stepping on any of
         the plates results in a "headless" appearing at that plate. The
         arrow traps are triggered when you attempt to take the items
         in the center. The peacful headlesses will get hit by the
         arrows meant for you. After that, it's just a matter of good
         mapping notes (and determination).
Level 7: "Levitate" spell is nice,... otherwise:   MAP:

                 Exit
                  |
                 P|            First swim for the Key and the potion.
              X-X-X X X
              |                K - Key
              X X X X X        P - potion
             K|                X - Pillars
North