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| D5-b || [[File:U4_AMI d2 Deceit L5.png]] ||align=left| [[File:U4_SMS d2 Deceit L5room2.png|left]] Coming from below, you are in the smaller, north-eastern portion of the floor. <br>The purple fields in the room inflict sleep, but they are otherwise harmless.
| D5-b || [[File:U4_AMI d2 Deceit L5.png]] ||align=left| [[File:U4_SMS d2 Deceit L5room2.png|left]] Coming from below, you are in the smaller, north-eastern portion of the floor. <br>The purple fields in the room inflict sleep, but they are otherwise harmless.
|-
|-
| D6-a || [[File:U4_AMI d2 Deceit L6.png]] ||align=left| [[File:U4_SMS d2 Deceit L6roomL.png|left]] Coming from below, you are in the smaller, south-western portion of the floor. <br>Use the halberd to weaken the hydras across the magic energy fields. The trigger to remove all fields is under the chest beyond the campfire.
| D6-a || [[File:U4_AMI d2 Deceit L6.png]] ||align=left| [[File:U4_SMS d2 Deceit L6room1.png|left]] Coming from below, you are in the smaller, south-western portion of the floor. <br>Use the halberd to weaken the hydras across the magic energy fields. The trigger to remove all fields is under the chest beyond the campfire.
|-
|-
| D5-a || [[File:U4_AMI d2 Deceit L5.png]] ||align=left| [[File:U4_SMS d2 Deceit L5room1.png|left]] Coming from below, you are in the larger portion of the floor. <br>The fountain on this floor fully refreshes health. The second Magic Orb is protected by three traps: a darkening wind and two falling rocks. There are seven chests in most versions, but they are eleven in the Master System port.
| D5-a || [[File:U4_AMI d2 Deceit L5.png]] ||align=left| [[File:U4_SMS d2 Deceit L5room1.png|left]] Coming from below, you are in the larger portion of the floor. <br>The fountain on this floor fully refreshes health. The second Magic Orb is protected by three traps: a darkening wind and two falling rocks. There are seven chests in most versions, but they are eleven in the Master System port.

Revision as of 10:29, 6 May 2018

Altar room stone combinations

Altar Stones Virtue Linked
dungeons
Truth Blue
Purple
Green
White
Honesty
Honor
Justice
Spirituality
Deceit
Shame
Wrong
Hythloth
Courage Red
Purple
Orange
White
Valor
Honor
Sacrifice
Spirituality
Destard
Shame
Covetous
Hythloth
Love Yellow
Orange
Green
White
Compassion
Sacrifice
Justice
Spirituality
Despise
Covetous
Wrong
Hythloth


General hints

Mainland dungeons:

  • Dungeon Despise (40 chests)
  • Dungeon Destard (88 chests)
  • Dungeon Wrong (22 chests)
  • Dungeon Hythloth (44 chests +6 in some versions)

Waterfront dungeons:

  • Dungeon Deceit (93 chests)
  • Dungeon Shame (45 chests)
  • Dungeon Covetous (39 chests)

Enter the dungeons from their mainland entrance, go through the Altar Room and emerge from a different dungeon with oversea entrance. From there, either backtrack or use the Gate spell.

For example:

  1. Enter dungeon Destard, emerge from dungeon Shame (133 chests; 74 in the NES remake)
  2. Enter dungeon Wrong, emerge from dungeon Deceit (115 chests; 78 in the NES remake)
  3. Enter dungeon Despise, emerge from dungeon Covetous (79 chests; 55 in the NES remake)

Dungeons Destard and Shame

See also: Ultima IV: Quest of the Avatar (NES)/Six Dungeons#Dungeons Destard and Shame

The magic balls in both these dungeons raise strength (STR); the balls in Shame also raise intelligence (DEX).

  • Enter from Destard, west of Trinsic.
  • Get the Red and the Purple stones.
  • Leave from Shame and use a Gate spell.
L. Map of the floor Walkthrough
D1 When the party enters, they are at the cross of endless corridors (upper-right in the image). Use a gem and locate the secret passages. All stairs down connect to the same area.
D2
The northern fountain is harmful, the southern one cures poison.
D3
Two Magic Balls can be found on this floor. Each of them raises Strength by 5, but inflicts 200 damage.
D4
The color-changing tiles in the room are actually odd phantoms. If it is a glitch, it is replicated in all ports of the game.
D5
There is a trapped chest in the room: if a character steps on it, some of the energy fields that imprison the dragons will disappear. In particular, three separate fields will remain in each floor. Position strategically the companions before engaing the enemies.
Take the west staircase first, then come back and take the north one.
D6
The western area is a dead end with the third and fourth Magic Balls, but they are protected by several darkening winds.
The eastern area presents another choice, apart from the two rooms. Once again, take the west staircase first, then come back and take the east one.
D7
The western area repeats indefinitely, but it conceals the Red Stone of Courage. The eastern area has just a room without any enemy.
D8
Right next to the stairs to this floor there is a secret passage and a ladder that leads all the way up to a separate portion of the first floor. The rooms on this floor are easy. After you looted the secret area on the first floor, a secret passage to the north leads to the altar room at the end of the corridor.
D1
Each room presents a different challenge. A good strategy would be to let all companions but one leave the room before any chest is taken.
  • In the North room, align the companions along the east wall, and wait for the Zorns to cross it.
  • In the East room, the mimics in the corner conceal a further trap: step on the chest, and the walls will close down. Look carefully for secret passages that trigger further passages.
  • In the South room, after all reapers have been defeated, the northmost chest will activate several poison fields. Note that one "Cure" spell is cheaper than two or three "Dispel" ones.
  • In the West room, the halberds will definitely come in handy to fight enemies in narrow passages.
A File:U4 AMI d0 Altar3.png The north entrance is from Dungeon Destard. The west exit leads to Dungeon Shame. You need at least four Stones to use an Altar, but currently you own just two.
S8
From the altar room fo courage, the Companions access Dungeon Shame from the north-east of this floor.
By crossing the three rooms to the south, the Companions will reach a fountain and two magic orbs.
In the first room, notice the three "secret passage" tiles: the one in the center opens the wall to the west, the two south ones lead to the next room. In the second and third room, the "Negate" spells would prevent the Balrog and the Reapers from casting "Sleep" on all the Companions.
The magic orbs in Dungeon Shame raise Strength and Intelligence by 5, but they inflict 400 damages. Luckily, there is a healing fountain near these two.
S7
Climbing up from level 8, the party will be in a corridor with two doors to their right. There is just one room on this floor, with a few chests and no enemies.
S6
A secret passage hides a vault with 22 chests (44 in the Master System port). Apart from that, the two ladders up lead to the same area of the next floor.
S5 This floor is free of dangers or puzzles.
S4
Five rooms form a crossroad. To the east, two magic orbs and two fountains. To the south, the upper three floors and the Stone, to the north the exit from the dungeon.
Luckily again, the two fountains next to the orbs refresh all health points.
S3
Access the central room from the south, and exit it to the west to reach the stairs up.
S2 The altar with the Purple Stone of Honor is at the end of the corridor going south.
S1
As a bonus, there is a fifth Magic Orb on this floor! On the other hand, the foutain to the south is harmful.
The trigger to open a passageway in the eastmost room is at the center of its eastmost tile column.
In the middle room, the trigger is in a corner to the north-east, but the passage is on the other way of the poison fields; what is more demanding: 3 "Dispel" spells or almost 8 "Cure"?
In the north room, the trigger is behind the east pillar.
S7
Back to level 4, cross the rooms to the north and reach the hidden staircase. The direction up is a dead end, whereas going down is the way out, after a change in direction on level 7.
If you want to backtrack through the crypt on level 7, the first trigger is in the marsh tile in the south-east corner; the second one becomes then easily visible.

Dungeons Wrong and Deceit

See also: Ultima IV: Quest of the Avatar (NES)/Six Dungeons#Dungeons Wrong and Deceit
  • Enter from Wrong, north of Lock Lake.
  • Get the Green and the Blue stones.
  • Get the Key Part from the Altar of Truth.
  • Leave from Deceit and use a Gate spell.
L. Map of the floor Walkthrough
W1 Use a gem to find the secret passage and the stairs down.
W2
Both fountains fully refresh any character's health. Take the north ladder down.
W3 Coming from the west stair, the party will be in a featureless area that continues to the next floor.
From the north stair they will be in a half-floor with a magic orb and two further stairs down; the first ladder on your way leads to a corridor with 7 chests (14 in the Master System port).
W4
The ladder down is surrounded by four rooms. The north and south ones are probably the easiest ones; the west one has a magic sleep field, the east one has many sleep-inducing enemies.
W5 This floor is immersed in darkening winds. Use a gem for orientation. Take four steps in any direction, then four steps perpendicularly, and descend (in the Master System port, take twice the number of steps).
W6
Use a gem to see the four secret passage, and prepare to cast "Dispel" up to ten times (in the Master System port, twice that many); actually, you can get through all magic fields except the energy ones, then heal at a fountain on the same floor. The eastmost ladder leads to a corridor with 7 chests (14 in the Master System port). Both fountains fully refresh any character's health, after he or she touched a magic ball.
Continue through the westmost ladder down.
W7
On this floor, the fourth Magic Ball can be found, at the end of a long corridor. The fountain cures poison.
The easily accessible stairs down lead to the Altar Room of Love (but you sill have to find the Stone of this dungeon). In order to access the main part of level 8, there is an invisible trigger in the south-east tile in the room.
W8
In order to reach the altar of the Green Stone, the trigger in ther room is under the magic energy field in the north-west corner.
If you want to backtrack through the three rocky rooms, the trigger in the westmost one is in the south-east corner.
A File:U4 AMI d0 Altar3.png From dungeon Wrong, you access the Altar Room of Truth from the west. You still need the Blue Stone of Honesty to use the altar. Leave the room to the north and enter dungeon Deceit.
D8
There are several falling rocks traps, that damage all the Companions.
In the second room (coming from the altar room) there is a puzzle-trap; when a character crosses the northern bridge, part of it will collapse. Step on a tile near the chests to make a secret door appear.
Both stairs upwards lead to the same area.
D7
Coming from the 8th floor, there is a fork: the north room is easier, and it has 6 chests; the south room has just one chest, and it is trapped. When a Companion steps on that chest, three magic fire fields will appear.
Past the ladder to the south there is a series of traps and magic fields that protect the altar with the Blue Stone of Honesty.
After you retrieve the stone, walk back to the Altar Room of Love and obtain the first part of the key. Use the following stones on the altar of Truth: Blue-Honesty, Green-Justice, Purple-Honor and White-Spirituality.
D6-b
Coming from below, you are in the larger, eastern portion of the floor.
The first Magic Ball of this dungeon (omitted in the Master System port)! It raises intelligence and deals 200 damage. Give it to any Companion with low intelligence, except Geoffrey and Katrina.
The other stairs down lead to a single-tile pit.
D5-b
Coming from below, you are in the smaller, north-eastern portion of the floor.
The purple fields in the room inflict sleep, but they are otherwise harmless.
D6-a
Coming from below, you are in the smaller, south-western portion of the floor.
Use the halberd to weaken the hydras across the magic energy fields. The trigger to remove all fields is under the chest beyond the campfire.
D5-a
Coming from below, you are in the larger portion of the floor.
The fountain on this floor fully refreshes health. The second Magic Orb is protected by three traps: a darkening wind and two falling rocks. There are seven chests in most versions, but they are eleven in the Master System port.
D4
This floor is optional, and can be quickly skipped. The north room has five chests; when the bridges fall, a Companion can walk through the north wall. The south room has eleven chests (including two mimics) protected by energy and poison fields: dispel just the energy field, have a single Companion cross the poison and then cast Cure on him or her.
D3
The third and fourth magic orbs are on this floor. The downwards stairs to the west lead to a corridor with fifteen chests (thirty in the Master Syetm port).
D2
Coming from level 3, there are three rooms in a row. Several invisible triggers in the third one (the westmost one) close down the way out; the trigger to open again is in the north-east corner.
D1
The two fountains cure poison. In the room, the chests near the reaper can be accessed after stepping on the mimic tile beyond the slimes.

Dungeons Despise and Covetous

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See also: Ultima IV: Quest of the Avatar (NES)/Six Dungeons#Dungeons Despise and Covetous
  • Enter from Despise, north of Britain.
  • Get the Yellow and the Orange stones.
  • Get two Key Parts from the Altars of Courage and of Love.
  • Leave from Covetous and use a Gate spell.