Ultima Stones | Ultima IX Home | Atlas
The Stygian Abyss
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Pyros was only too happy to allow you into his realm. Now you stand at the gate realm of the darkest region of Britannia. The barrier between this place and the Void is thready here. The halls have been warped by ethereal forces to the whim of the four carnal elements and their elementals: earth, wind, water and fire.
What proceeds here are tests of combat control, skill and several puzzles. A weapon sould be kept at the ready as well as your most powerful spells of combat to be used against those most vulnerable. Nothing here will hesitate to kill you and some of the most dangerous predators abound.
Dungeon Abyss
{
gate realm
{
[61°11N,105°13W] arrival point (walking around here triggers a
camera pan out to the gate to the tower hall, marked by the elemental statues)
[64°49N,104°13W] mscl:Death
[65°37N,110°1W] demon
[68°6N,109°48W] red dragon
[70°10N,109°11W] red dragon wyer
{
chest
{
mscl:Meteorite
(200) coin
}
[locked chest] armr:br:leggings
(185) coin
(208) coin
(182) coin
(286) coin
(159) coin
(173) coin
(192) coin
weap:misl:siege bow
gem:emerald
gem:diamond
}
[72°23N,106°12W] demon
[73°14N,105°3W] chest
{
potn:purple
potn:red
}
[69°19N,100°47W] hellhound
[68°23N,99°39W] hellhound
[72°52N,100°10W] (379) coin; weap:1H:axe;
armr:shld:buckler
[68°20N,101°50W] wep+:1H:glass sword
[67°13N,103°2W] demon
[64°31N,102°18W] demon
[63°54N,106°58W] hole to the Hall
}
tower hall
{
air rooms
{
left room
{
gazer
(2) potn:yellow
[high right wall] block switch (opens right room)
}
right room
{
potn:white
target (stand on to target globes: globe hits
shut down lightning, reveal tool:air globe and teleporter to fire rooms)
(after locking globe follow platforms up to
upper room, where in east wall) portal (to Air Realm)
Air Realm
{
[60°57N,108°45W]
starting point (teleporter to air rooms appears here after elemental death)
[63°38N,107°46W] mana pool
[63°36N,110°41W these
and the following only visible with Ethereal Sight] tool:lock globe
& teleporter 1 (to 2)
[64°52N,110°24W] tool:lock
globe & teleporter 2 (to 3)
[67°2N,105°16W] tool:lock
globe & teleporter 3 (to 4)
[66°30N,99°40W] tool:lock
globe & teleporter 4 (to 5)
[65°32N,95°20W] tool:lock
globe & teleporter 5 (to sword)
[58°57N,111°21W] weap:2H:lighting
sword (locked, use all 5 globes to unlock)
(3) Slasher
Demon
(6) Ghost
Vulture
[62°20N,104°50W] Air
Dragon weyr
{
Air
Dragon (death reveals teleporter back to air rooms and releases air barrier
(lightning) on tower hall protection)
mscl:Invisibility
}
}
}
}
fire rooms
{
left room
{
(2) hellhound (come to
life when you get near their dias)
(2) red button (press right to raise pedestal, then
left to reveal tool:fire globe)
[left wall] block switch ()
[appears in hall after using fire globe in lock
at the tower's base] pressure plate (reveals portal to fire realm in wall)
Fire Realm
{
[68°37N,102°17W]
entry point
[67°9N,103°12W] hell skeleton
[67°50N,100°18W] demon
[63°44N,99°32W] demon
[60°6N,99°33W] bloated demon
[67°3N,106°8W] bloated demon
[70°7N,103°31W] hell skeleton
[66°31N,98°33W] demon
[58°2N,101°48W] hell skeleton
[57°1N,108°25W] mana fountain
[58°51N,105°13W] hell skeleton
[60°42N,108°34W] bloated demon
[66°2N,109°1W] demon
[68°13N,107°36W] hell skeleton
[70°35N,109°12W] demon
[64°36N,102°55W] mscl:Ring
of Fire
[62°42N,104°41W] fire demon (fire elemental, reveals teleporter back to fire rooms
and releases fire barrier (flames) on tower hall protection)
[65°2N,103°40W] teleporter (back to fire rooms)
}
}
right room
{
potn:orange
potn:yellow
[Douse braziers without letting fireballs
relight them reveals] teleporter (to earth rooms)
}
}
earth rooms
{
left room (when the eyes see you here the floors disappear
revealing spike traps, you can stay between the moving walls to block them)
{
gazer
center pit
{
(spikes are illusionary only in the
center)
button (teleports to base and
causes block steps to appear up to the hall to binding circle room)
}
closet
{
book:nnn Avatar, If you are
reading...
mscl:Time Stop
potn:orange
drnk:wine bottle
}
pressure plate (reveals stairs to upper level)
upper level
{
potn:yellow
potn:red
[over potions] block switch
ankh (opens closet on lower level)
}
}
right room (floor has heavy damage trap, tripped when walking
through center)
{
tool:earth globe
teleporter (to water rooms)
[appears in hall to right room after using
earth globe in lock at the base of the tower] portal (to the Earth Realm)
Earth Realm
{
[63°42N,100°13W]
entry point
(2) vampire
bat
South Passage
{
[61°30N,100°4W] creeper plant
[60°11N,99°48W] creeper
plant
[58°40N,102°47W] creeper
plant
Cavern
{
[59°34N,104°16W] stone golem (earth elemental,
death reveals teleporter and releases earth protection on tower all exit)
[59°12N,105°45W] creeper
plant
[59°14N,105°40W after death of stone golem] teleporter
(back to earth hall near portal)
[58°4N,105°18W nearest stone pillar, chest] armr:blackrock:chest
[surrounding
chest & pillar] (7) mimic
}
}
Northeast Passage
{
[63°27N,102°20W] creeper
plant
[63°24N,104°20W] creeper
plant
[63°30N,105°48W] creeper
plant
[66°5N,106°21W] creeper
plant
Cavern
{
[67°30N,103°13W] creeper
plant
[66°50N,102°43W] creeper
plant
[69°3N,102°51W] creeper
plant
[68°53N,100°49W] creeper
plant
[68°38N,101°4W] giant creeper plant (holds wep+:1H:glass
sword)
[68°28N,101°48W] mana pool
}
}
}
}
}
water rooms
{
[under brazier at fork] potn:yellow
left room
{
(4) predatory fish
mscl:Freeze
button (opens wall to right room by brazier in
hall)
[bottom of pool after water globe locked]
portal (to Water Realm)
Water Realm
{
[53°1N,101°55W] entry
point
[57°17N,101°54W] ice hound
[57°31N,103°16W] giant crab
[center pool north off the gate] (2) predatory fish
[61°33N,99°10W] giant crab
[67°19N,101°0W] ice hound
[68°29N,103°4W] ice hound
[main pool on the highest tier] sea serpent (water elemental, death reveals teleporter exit, and
removes ice covering tower hall exit)
[67°12N,102°28W] mana pool
[56°59N,101°56W] teleporter (to doorway of pool in water rooms)
}
}
right room
{
ice hound (ice wall holing
it starts melting just before you reach the doorway)
tool:water globe
teleporter (to the
base of the tower)
}
}
tower base
{
globe lock (placing each elemental globe in the lock opens
the portal to that realm in each of the rooms)
teleporter (to the tower's
top, the air rooms)
exit hole (blocked by
elemental barriers maintained by the life force of the guardians of each realm, they must
cease existing for each barrier to fall)
}
binding circle room
{
binding circle
reag:ash
reag:pearl
chest
{
reag:ash
reag:ginseng
reag:garlic
reag:silk
reag:moss
reag:nightshade
reag:root
mscl:Light
}
}
}
column hall
{
the east wall
{
[61°17N,107°42W] entry point
second tier
{
[57°55N,106°19W] weap:1H:broadsword
[59°19N,106°48W] hellhound
[59°26N,106°40W] weap:2H:two-handed
axe
[60°2N,106°54W] misl:novice
bow; (9) ammo:arrow
[60°32N,106°20W] (245) coin
}
[60°45N,107°36W third tier] weap:2H:warhammer
[59°8N,106°51W fourth tier] (3) ammo:arrow
}
[just after the last lamps] (you find British and Blackthorne, British
stops the you with a field and soundly defeats Blackthorne, after explaining his need to
wean himself and Britannia from needing an avatar he provides qust:Codex of
Ultimate Wisdom and gives other instructions to continue)
[57°58N,111°44W] Lord British
[58°1N,115°1W] qust:Glyph of Spirituality
}
}