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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°11’N,105°13’W] arrival point (walking around here triggers a camera pan out to the gate to the tower hall, marked by the elemental statues)
    [64°49’N,104°13’W] mscl:Death
    [65°37’N,110°1’W] demon
    [68°6’N,109°48’W] red dragon
    [70°10’N,109°11’W] 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°23’N,106°12’W]
demon
    [73°14’N,105°3’W] chest
    {
      potn:purple
      potn:red
    }
    [69°19’N,100°47’W] hellhound
    [68°23’N,99°39’W] hellhound
    [72°52’N,100°10’W] (379) coin; weap:1H:axe; armr:shld:buckler
    [68°20’N,101°50’W] wep+:1H:glass sword
    [67°13’N,103°2’W] demon
    [64°31’N,102°18’W] demon
    [63°54’N,106°58’W] 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°57’N,108°45’W] starting point (teleporter to air rooms appears here after elemental death)
          [63°38’N,107°46’W] mana pool
          [63°36’N,110°41’W these and the following only visible with Ethereal Sight] tool:lock globe & teleporter 1 (to 2)
          [64°52’N,110°24’W] tool:lock globe & teleporter 2 (to 3)
          [67°2’N,105°16’W] tool:lock globe & teleporter 3 (to 4)
          [66°30’N,99°40’W] tool:lock globe & teleporter 4 (to 5)
          [65°32’N,95°20’W] tool:lock globe & teleporter 5 (to sword)
          [58°57’N,111°21’W] weap:2H:lighting sword (locked, use all 5 globes to unlock)
          (3) Slasher Demon
          (6) Ghost Vulture
          [62°20’N,104°50’W] 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°37’N,102°17’W] entry point
          [67°9’N,103°12’W] hell skeleton
          [67°50’N,100°18’W] demon
          [63°44’N,99°32’W] demon
          [60°6’N,99°33’W] bloated demon
          [67°3’N,106°8’W] bloated demon
          [70°7’N,103°31’W] hell skeleton
          [66°31’N,98°33’W] demon
          [58°2’N,101°48’W] hell skeleton
          [57°1’N,108°25’W] mana fountain
          [58°51’N,105°13’W] hell skeleton
          [60°42’N,108°34’W] bloated demon
          [66°2’N,109°1’W] demon
          [68°13’N,107°36’W] hell skeleton
          [70°35’N,109°12’W] demon
          [64°36’N,102°55’W] mscl:Ring of Fire
          [62°42’N,104°41’W] fire demon (fire elemental, reveals teleporter back to fire rooms and releases fire barrier (flames) on tower hall protection)
          [65°2’N,103°40’W] 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°42’N,100°13’W] entry point
          (2) vampire bat
          South Passage
          {
            [61°30’N,100°4’W] creeper plant
            [60°11’N,99°48’W]
creeper plant
            [58°40’N,102°47’W]
creeper plant
            Cavern
            {
              [59°34’N,104°16’W] stone golem (earth elemental, death reveals teleporter and releases earth protection on tower all exit)
              [59°12’N,105°45’W]
creeper plant
              [59°14’N,105°40’W after death of stone golem] teleporter (back to earth hall near portal)
              [58°4’N,105°18’W nearest stone pillar, chest] armr:blackrock:chest
              [surrounding chest & pillar] (7) mimic
            }
          }
          Northeast Passage
          {
            [63°27’N,102°20’W]
creeper plant
            [63°24’N,104°20’W]
creeper plant
            [63°30’N,105°48’W]
creeper plant
            [66°5’N,106°21’W]
creeper plant
            Cavern
            {
              [67°30’N,103°13’W]
creeper plant
              [66°50’N,102°43’W]
creeper plant
              [69°3’N,102°51’W]
creeper plant
              [68°53’N,100°49’W]
creeper plant
              [68°38’N,101°4’W] giant creeper plant (holds wep+:1H:glass sword)
              [68°28’N,101°48’W] 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°1’N,101°55’W] entry point
          [57°17’N,101°54’W] ice hound
          [57°31’N,103°16’W] giant crab
          [center pool north off the gate] (2) predatory fish
          [61°33’N,99°10’W] giant crab
          [67°19’N,101°0’W]
ice hound
          [68°29’N,103°4’W]
ice hound
          [main pool on the highest tier] sea serpent (water elemental, death reveals teleporter exit, and removes ice covering tower hall exit)
          [67°12’N,102°28’W] mana pool
          [56°59’N,101°56’W] 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°17’N,107°42’W] entry point
      second tier
      {
        [57°55’N,106°19’W] weap:1H:broadsword
        [59°19’N,106°48’W] hellhound
        [59°26’N,106°40’W] weap:2H:two-handed axe
        [60°2’N,106°54’W] misl:novice bow; (9) ammo:arrow
        [60°32’N,106°20’W] (245) coin
      }
      [60°45’N,107°36’W third tier] weap:2H:warhammer
      [59°8’N,106°51’W 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°58’N,111°44’W] Lord British
    [58°1’N,115°1’W] qust:Glyph of Spirituality
  }
}